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One free scan finds every outdated or missing driver and matches the right update for your exact hardware.Free scan · exact hardware matchUse each Custodes assault unit for a different battlefield job instead of sending several elite squads at the same target. Spear-armed Custodian Guard form the flexible assault core; Sentinel Guard protect and hold difficult ground; Aquilon Terminators handle a high-value close-range commitment; and Venatari create a second angle with their speed and reserve options. Concentrate enough force to finish a priority target, preserve your expensive models, and verify the current Liber Custodes rules, FAQs, points and event pack before finalising a list.
What each Custodes assault unit is for
Custodes units overlap in raw combat quality, but their equipment, movement and deployment rules make them poor substitutes for one another. Decide what the battlefield requires first, then assign the unit whose rules solve that problem. The roles below are recommendations derived from the published profiles and descriptions, not claims of tournament win rates or laboratory testing.
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Custodian Guard: the flexible spearhead
Custodian Guard are the natural main body for an assault plan. The 2025 Legacies of the Age of Darkness: Talons of the Emperor list places them in Troops and gives them guardian spears and Misericordias. The printed profile is Movement 8, Weapon Skill 5, Strength 5, Toughness 5, two Wounds, three Attacks, a 2+ armour save and a 6+ invulnerable save, with Eternal Warrior (1), Lightning Blows and Vanguard (2).
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1Repair Windows errors before they cause bigger problems2Scan for outdated or missing drivers - takes under a minute3Clear out junk files and repair common Windows errorsA guardian spear lets the unit contribute before the charge as well as in melee, so it can pressure an approach without abandoning its assault role. Use the squad to select a priority enemy unit or objective, advance through the safest route, and arrive with enough support that a failed wound roll or an inconvenient combat result does not leave the squad stranded. Their value is flexibility: they can fight, contest and project threat without requiring the specialised delivery plan of another unit.
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The same PDF prints a starting unit of three Guards for 135 points, with additional models at 45 points each. Those figures belong to the 2025 document and should not be treated as confirmed October 2026 costs. A small squad may be useful for a narrow task, but an isolated elite unit gives the opponent an easy target for concentrated shooting or a counter-charge.
Sentinel Guard: the shielded position-holder
Sentinel Guard carry a sentinel warblade, Misericordia and Praesidium shield. Their printed profile gives a 2+ armour save and a 5+ invulnerable save, making them the more protection-focused choice when the enemy can bring attacks that threaten ordinary armour. The listed unit is three models for 120 points, with additional models at 40 points each in the same 2025 PDF.
Games Workshop describes Sentinel Guard as protectors of emissaries and holders of defensive positions, while also noting that their resilience allows aggressive linebreaking. Translate that description into a clear job: occupy an exposed approach, stand on a contested objective, or block a lane that the opponent must clear. They can charge, but you gain the most from them when the shield lets the unit remain relevant after the first exchange.
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Do not automatically use Sentinel Guard as a slower version of Custodian Guard. If the mission offers no ground worth holding and the opposing army cannot meaningfully punish a lightly protected advance, the spear unit’s broader fighting profile may be more useful. Conversely, when an objective is under sustained fire or a narrow passage must be denied, the improved invulnerable save is a reason to choose Sentinels even if they are not your fastest route to combat.
Aquilon Terminators: a deliberate high-value commitment
Aquilon Terminator Sodalities are heavy units rather than disposable assault trading pieces. The Talons entry lists Movement 7, Toughness 6, three Wounds, a 2+ armour save and a 4+ invulnerable save. Their equipment includes Infernus firepikes, Solarite power talons and Misericordias; one talon per model can be exchanged for a Solarite power gauntlet for five points per model. The printed starting cost is 255 points for three models, with additions at 85 points each.
The unit’s description presents its armour as a platform for mobile heavy firepower, including in Zone Mortalis environments. That combination of durability, short-range firepower and close-combat threat makes Aquilons suitable for a target that justifies a large investment: a powerful command unit, a heavily defended objective, or a confined space where their resilience prevents the opponent from simply moving around them.
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Commit them only after identifying what the investment is buying. A three-model unit that advances into ordinary screening troops may kill them and still fail to influence the mission, while the same unit used to break a fortified lane can open the board for every other Custodes unit. Weapon choices should follow the current profile and the targets you expect; the older free PDF is not a substitute for the current army book.
Venatari: the second angle
Venatari are your tool for making the opponent defend more than one approach. The listed profile gives Movement 14, Deep Strike and Outflank, with kinetic destroyers and tarsus bucklers as standard equipment and an option for a Venatari lance. The 2025 points entry starts at 165 points for three models and adds models at 55 points each.
Use that mobility to threaten an exposed support unit, a flank objective or a backfield route that the main advance cannot reach quickly. Their presence can force screening units to face away from your spearhead, reserve models to protect vulnerable zones, or a gunline to divide its fire. Deep Strike and Outflank create approach options, not a guaranteed charge: arrival distance, placement, terrain, reserve timing and the current charge procedure still determine whether the attack connects.
Venatari work best when their arrival changes the opponent’s decisions even if they do not immediately fight. Keep the main body moving toward a target that matters while the Venatari make the flank unsafe. Sending them alone into the strongest enemy unit usually wastes the advantage of their speed.
Unit comparison at a glance
| Unit | Primary job | Key protection or mobility | Printed 2025 cost | Best target or situation |
|---|---|---|---|---|
| Custodian Guard | Flexible assault core and objective pressure | Movement 8; 2+ armour; 6+ invulnerable; guardian spear | 3 for 135 points; +45 per model | A priority unit or objective where melee and pre-charge pressure both matter |
| Sentinel Guard | Hold and break a critical position | Praesidium shield; 2+ armour; 5+ invulnerable | 3 for 120 points; +40 per model | Exposed objectives, narrow approaches and locations the opponent must dislodge |
| Aquilon Terminators | High-value close-range and heavy-firepower commitment | Movement 7; Toughness 6; three Wounds; 2+ armour; 4+ invulnerable | 3 for 255 points; +85 per model; gauntlet option +5 per model | Fortified or elite targets, especially in constrained spaces |
| Venatari | Flank pressure and reserve threat | Movement 14; Deep Strike; Outflank | 3 for 165 points; +55 per model | Exposed support units, flank objectives and backfield screens |
The costs in this table are historical values printed in Games Workshop’s 2025 Talons PDF. They are useful for understanding relative investment, not a statement of current October 2026 points. Check the latest publication and any official updates before writing a roster.
Build the assault around a target, not a favourite unit
- Define the mission problem. Mark the enemy unit, objective or lane that must change for you to score. A unit that wins a combat away from the scoring areas may not have improved your position.
- Classify the target. Decide whether it is a durable anchor, a mobile support element, a firing position, a screen or a command asset. This determines whether protection, speed, ranged flexibility or concentrated melee is most valuable.
- Assign one primary unit. Match shields to ground-holding, spears to flexible fighting, Aquilons to a high-value close-range task and Venatari to an angle or mobility problem. Avoid choosing two units that perform the same job when another battlefield need is uncovered.
- Add enabling support. Support can mean a second unit ready to charge, a screen that blocks a counter-charge, or a Venatari threat that forces the opponent to split attention. The support unit does not have to enter the same combat; it must make the primary attack safer or more consequential.
- Measure the delivery route. Check movement, terrain, line of sight, reserve arrival zones and the distance required for a legal charge under the current Age of Darkness rules. Keep a fallback route if the first approach becomes blocked.
- Commit only when the exchange is worthwhile. Do not expose an expensive squad merely because it can reach an enemy. Ask what remains after the charge, whether the unit can survive the opponent’s next turn, and whether the combat changes scoring or board control.
- Plan the post-combat position. Before rolling attacks, identify the objective, lane or screen the unit must occupy afterward. Consolidating into a useless corner can turn a successful fight into a lost mission turn.
How to combine the units on the table
Main advance with a protected anchor
Place Custodian Guard where they can approach the principal target while Sentinel Guard occupy the ground that the opponent would otherwise use for a counter-attack or a scoring play. The Sentinels’ job is not necessarily to charge first. By holding the threatening lane, they reduce the number of routes from which the opponent can surround the spear unit. If the enemy commits to removing the shields, the spear unit gains time; if the enemy ignores them, the Sentinels continue to score or deny movement.
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Two-angle pressure with Venatari
Keep Venatari in the deployment method that best fits the mission and current rules, then make their possible arrival visible enough that the opponent must respect it. The main force should still function if the reserve is delayed. When the Venatari appear, choose an exposed support element or a flank objective rather than automatically joining the central fight. A second pressure point is valuable because it forces the opponent to spend screens and movement away from the Custodian Guard’s route.
Aquilons as the breach unit
Use the Aquilons where their Toughness 6, three Wounds and 4+ invulnerable save solve a problem that ordinary Guard cannot. In a tight board section, they can absorb the attention required to break a defensive cluster while Guard take the newly opened route. In open terrain, avoid presenting them to every enemy weapon before their target is in range. Their high printed cost means that an exchange against low-value troops is rarely the reason to include them.
Target priority by enemy type
Against a gunline
Identify the weapon or support unit that makes the approach impossible, not merely the closest squad. Custodian Guard can use their spear’s ranged function while closing, Sentinel Guard can occupy cover or an exposed objective, and Venatari can threaten a flank that the gunline cannot screen without reducing its fire. Aquilons should be reserved for a position whose destruction materially improves the advance.
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Against a large melee army
Preserve spacing so the opponent cannot chain several combats into one turn. Let Sentinel Guard hold the location that must not be surrendered, while Custodian Guard select a fight that can be completed without exposing a second unit. Venatari can draw a fast enemy element away from the central objective. An Aquilon charge should remove or pin the opposing unit most capable of reaching your scoring pieces.
Against elite infantry
Concentrate attacks instead of distributing wounds across multiple resilient units. Custodian Guard are the general-purpose choice; Aquilons are appropriate when the target’s value matches their cost and durability; Sentinel Guard are preferable when surviving the counter-attack matters more than maximum offensive reach. Use Venatari to bypass the toughest frontal target if a support or scoring unit is exposed elsewhere.
Against vehicles or monsters
Confirm the current weapon profiles and damage rules before selecting a unit. Do not assume that a unit’s elite status makes it an answer to every large target. Use movement and angles to reach a vulnerable side or support element, and commit only when the combined attack can achieve a defined result such as disabling a weapon, clearing an objective or preventing a scoring action.
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Deployment, reserves and charge discipline
The Talons PDF is a supplement rather than a standalone rules set. It requires the Age of Darkness Rulebook for core procedures, including movement, terrain, reserves and charges. Recheck those procedures whenever the core rules or event pack changes.
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- Pre-measure before deployment choices. Note the distances from likely starting positions to objectives, lanes and screening lines. Movement 14 Venatari and Movement 7 Aquilons have very different timing windows; do not plan them as if they arrive together.
- Protect the first turn. Use terrain and legal screening to prevent a valuable unit from being removed before it can perform its job. A reserve option is useful only if the arrival area remains available.
- Keep charge lanes open. Friendly models, impassable terrain and enemy screens can turn a nominally short charge into an impossible one. Leave room for the models that must fight and for the consolidation that follows.
- Do not equate Deep Strike or Outflank with automatic combat. The rules determine when the unit arrives and how far it must be from the enemy. Build a plan that gains value from positioning even if the charge is postponed.
- Sequence combats by consequence. Resolve the fight whose result changes movement, scoring or the opponent’s ability to counter-charge before a less important combat. Keep a second unit ready to exploit a gap rather than committing both before the first result is known.
List construction and investment decisions
Start with the jobs your army must perform, then buy units that cover different jobs. A force made entirely of small elite assault units can look powerful while lacking the bodies or angles needed to hold multiple objectives. Conversely, adding every specialist can leave too many points tied up in units that cannot reach the same battle area.
A practical core is one or more Custodian Guard units for flexible pressure, with Sentinel Guard added when the mission includes exposed ground that must be held. Aquilons are a deliberate escalation: include them when you can name the high-value task they will perform and when the rest of the list can operate while they move into position. Venatari are most useful when the army’s main body creates a credible target for the opponent to screen; without that central pressure, the fast unit may be forced to arrive into a prepared trap.
Use the printed 2025 costs only to understand the relative investment shown in the official document. Current points, unit limits, wargear costs and detachment interactions may differ in the current Liber Custodes: The Forces of the Emperor Army Book and later updates.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Current rules, Legacy status and allied forces
Games Workshop’s 2025 Talons download says it supplements the Liber army books and requires the Age of Darkness Rulebook. It is not a complete standalone game rules package. Games Workshop has also stated that Legacy rules and units are official, while tournament use remains subject to the event organiser. Read the local pack before assuming a Legacy entry is legal at an event.
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Games Workshop’s 18 September 2026 preview identifies the current Horus Heresy Aquilon rules as part of Liber Custodes: The Forces of the Emperor Army Book. Use that book, the official FAQ and errata page, and the current core rules when checking profiles, options and interactions. The free Talons PDF remains useful for understanding the printed legacy entries, but its historical numbers should not be copied into a current roster without verification.
Common mistakes and corrections
Spending several units on one low-value target
Symptom: Custodian Guard, Sentinels and Venatari all converge on a screen that one unit could remove. Correction: assign one unit to the screen and use the others to threaten scoring pieces, counter-charges or a second lane.
Using Sentinel Guard as ordinary attackers
Symptom: the shield unit leaves a valuable objective to chase a target that cannot affect the mission. Correction: keep the position-holding job primary; charge only when doing so protects the position or removes a threat to it.
Exposing Aquilons before their target is ready
Symptom: the expensive Terminators absorb every enemy gun before reaching a meaningful combat. Correction: use terrain, timing and other threats to preserve them until their durability and short-range threat can change the battle.
Assuming a reserve charge is guaranteed
Symptom: Venatari arrive in a legal location but cannot reach a worthwhile enemy. Correction: plan arrival zones, reserve timing and fallback targets; count a useful flank position as success even when the charge must wait.
Ignoring the mission after winning combat
Symptom: a unit destroys its target but ends outside scoring range or opens a route to your backfield. Correction: choose the post-combat position before declaring the attack and preserve enough models to hold it.
Three practical assault patterns
Breaking a defended objective
- Send Sentinel Guard toward the approach that offers the opponent the best counter-charge route.
- Advance Custodian Guard toward the objective’s main defender while using terrain to limit incoming fire.
- Hold Aquilons for the durable unit or fortified position that the Guard cannot efficiently remove.
- Use Venatari to threaten the defender’s support or a nearby objective, forcing screens away from the breach.
- After the charge, leave the unit best able to survive the next turn on the objective rather than pursuing a retreating model.
Crossing an open firing lane
- Identify the weapon or support unit that makes the lane dangerous.
- Use Sentinel Guard to occupy the safest piece of ground that still contests the route.
- Advance Custodian Guard in a formation that preserves a charge lane and denies easy multi-unit shooting.
- Bring Aquilons toward the high-value firing position only when the opponent must divide fire between them and the Guard.
- Deploy Venatari against a flank or rear objective so the gunline cannot focus every weapon forward.
Defending against a fast counter-attack
- Place Sentinel Guard where they can absorb or block the first enemy charge without abandoning the scoring zone.
- Keep Custodian Guard close enough to punish the unit that commits, but not so close that one enemy charge reaches both units.
- Use Venatari to screen a route, threaten the attacker’s support or contest a distant objective.
- Reserve Aquilons for the enemy unit whose removal prevents a second wave, rather than spending them on the initial screen.
- After the enemy commits, counter-charge only if the resulting position improves board control and does not expose the follow-up unit.
Final decision framework
Ask five questions before selecting an assault unit: Do I need to hold ground or break it? Is the target valuable enough for my points investment? Can the unit arrive through the terrain and reserve rules I am using? What second threat prevents the opponent from concentrating on it? Where will the models stand after combat?
If the answer is flexible pressure, choose Custodian Guard with guardian spears. If the answer is survivable control of a key location, choose Sentinel Guard. If the answer is a high-value breach that merits heavy armour and close-range firepower, commit Aquilon Terminators. If the answer is an exposed angle that the main advance cannot reach, use Venatari. The strongest Custodes assault is not four units attacking together; it is four distinct problems presented at the same time.
Quick Recap
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