Accursed
All models with the Daemon Unit Type and/or Psyker or Corrupted Sub-type must reduce their Toughness and Strength by -1 while they are within 6" of a model with this special rule. Models that also have this special rule are immune to its effects
Achean Force
The controlling player of any unit that includes one or more models with the Psyker Unit Sub-type and a weapon or ability with this special rule, may choose to activate this special rule before making any attacks with that weapon or resolving the ability. To activate this special rule, the controlling player must make a single Psychic check using the Leadership Characteristic of any model in the unit that does not have the Independent Character special rule. If the Check is successful, then the Strength value of all attacks made with weapons or abilities with this special rule is Increased by +2 (in addition to any modifiers the attack or weapon may already possess), this benefit is applied only in the Phase in which these attacks are made and ends immediately after that Phase is resolved. If the Check is failed then no benefit is gained, but the models in that unit may attack as normal.
Adamantium Will (X+)
Models with the Adamantium Will special rule gain an Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp – the value of this Save is indicated in brackets after the rule. For example, a model with Adamantium Will (5+) gains a 5+ Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp. If, for any reason, the Adamantium Will special rule is presented without a value in brackets then consider the rule to be Adamantium Will (5+).
Ancient Devotion
While a model with this special rule is part of a unit, all Dreadnought models in that unit gain the It Will Not Die (5+) special rule.
Apothecarion Detachment
An Apothecarion Detachment is selected as any other unit, using up a single Force Organisation slot and bough in the same manner. However, before the first turn begin and any models are deployed to the battlefield, all model in an Apothecarion Detachment must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Apothecaries that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rules the Legion Apothecary, and may not join units that have Terminator armour of any kind. Legion Apothecaries that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of modes with Legon Spatha combat bikes and the same Legiones Astartes (X) special rule as the Legion Apothecary, and any Legion Apothecaries that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Astartes (X) special rule as the Legion Apothecary. No Apothecary may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes an Apothecary as normal during either deployment or any following turn No more than one Apothecary may be assigned to any given unit. Once assigned to a unit, the Legion Apothecary is considered part of that unit and may not leave it under any circumstances - if that unit is removed as a casualty, then the Legion Apothecary is removed as well. In battles using Victory points, no Victory points are ever scored for removing a Legion Apothecary as a casualty. When assigned to a unit, a Legion Apothecary gains all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the unit to which it is assigned.
Ardex-defensor
A model with the Knight or Titan Unit Sub-types that has weapons with this special rule may make the Overwatch Reaction when it is triggered by models that do not have the Knight, Titan, Super-heavy, or Lumbering Flyer Unit Sub-types, or that have fewer than 8 Wounds. When making Shooting Attacks as part of the Overwatch Reaction, the Reacting model may only make Shooting Attacks with weapons with this special rule
Area Denial Drop
Before the start of the first turn, when placing units into Reserve, a player must assign all models with this special rule in the army to Reserve to perform an Area Denial Drop. At the beginning of the controlling player's first turn, before any other models are moved or deployed, all of the Area Denial Drop units must enter play using the procedure described below: Performing an Area Denial Drop When deploying the Area Denial Drop, the controlling player selects one of the available units to deploy first. Place a single model from that unit anywhere on the battlefield that is at least 6" from any enemy model, battlefield edge or piece of Impassable Terrain and is outside of all Deployment Zones. Do not scatter the model. If possible, the model must be placed in a position that will allow any other models in the same unit to deploy (as follows), and may only be placed in a position that denies the remainder of the squad a place within unit coherency if no other position is available. Once the model's final position has been decided, the remainder of the unit may be deployed anywhere that is within unit coherency and more than 6" from any enemy model or piece of Impassable Terrain. Any models that cannot be placed are removed as casualties. Once this first unit has been deployed, roll a D6. On the roll of a '1', the Area Denial Drop is Disordered and the opposing player may deploy each remaining unit in the Area Denial Drop anywhere within 12" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a '2' or higher, the controlling player deploys each remaining unit anywhere within 12" of the first without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. Once all units are deployed, any enemy units within line of sight and range may choose to make the Interceptor Reaction (see page 309 of the Horus Heresy: Age of Darkness rulebook) targeting any one of the units deployed as part of the Area Denial Drop. Any units that are chosen to make the Interceptor Reaction do not expend any of the controlling player's Reaction Allotment, but do count as having made a Reaction (and thus can React again before the next Phase begins). Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of an Area Denial Drop. Once all units from the Area Denial Drop have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of an Area Denial Drop may not Move or Run in the Movement phase of the turn in which they are deployed, but may Shoot and declare Charges as normal (if the models deployed as part of the Area Denial Drop are allowed to make Charges).
Armiger Talons
When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves) all models in the unit must be placed within unit coherency, but afterwards operate independently and are not treated as a single unit.
Armourbane (X)
If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat attacks. Some instances of the Armourbane special rule may include a qualifier after the rule in brackets, for example Armourbane (Melta) or Armourbane (Melee).
Armourbane (melee)
A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when attacking in close combat.
Armourbane (melta)
A model or weapon with this Armourbane special rule only gains the benefits of the Armourbane special rule when at half range or less. If the attack is more than half its Maximum Range away, it rolls to penetrate as normal. If a weapon with this version of Armourbane also has the Blast special rule (see page 234), measure the distance to the centre of the Blast marker after it has scattered. If this is half the weapon’s range or less, then all Hits are counted as having the Armourbane special rule, otherwise the Hits are resolved as if they did not have the Armourbane special rule.
Armourbane (ranged)
A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when making Shooting Attacks.
Art Of Destruction
At the start of each Shooting phase, the controlling player may nominate one friendly unit with at least one model within 6" of a model with this special rule. That unit gains the benefits of the Sunder special rule for the duration of that Shooting phase
Assault Vehicle
Passengers Disembarking from Access Points on a Vehicle with this special rule can Charge on the turn they do so (including when forced to make an Emergency Disembarkation) unless the Vehicle arrived from Reserves that turn.
Augurs Of Weakness
When making an Armour Penetration roll against a target with Armour 11 or more on the facing targeted, a model with thìs special rule may add +1 to the Strength of the weapon used to make the attack.
Auxilia Artillerists
A Solar Auxilia Rapier Battery must have on Auxilia Gunner per Rapier Carrier in order forall Rapier Carriers to make Shooting Attacks in the Shooting phase. If at the start of any of the controlling player's Shooting Phases, the Solar Auxilia Rapier Battery contains fewer Auxilia Gunners than Rapier Carriers then only anumber of Rapier Carriers equal to the number of Auxilia Gunners make make Shooting Attacks in that Shooting phase. In addition, as long as there are at least as many Auxilia Gunners in the unit as there are Rapier Carriers, then the unit cannot be Pinned, automatically passing any Pinning test it is called upon to take without any dice being rolled (this benefit is immediately lost once the number of Auxilia Gunners is reduced to less than the number of Rapier Carriers in the unit).
Auxilia Static Artillerists
A Solar Auxilia Artillery Battery must have at least one Auxilia Gunner per Artillery Platform in order for all Artillery Platforms to make Shooting Attacks in the Shooting phase. If, at the start of any of the controlling player’s Shooting phases, the Solar Auxilia Artillery Battery contains fewer Auxilia Gunners than Artillery Platforms, then only a number of Artillery Platforms equal to the number of Auxilia Gunners may make Shooting Attacks in that Shooting phase. In addition, as long as there are at least as many Auxilia Gunners in the unit as there are Artillery Platforms, then the unit cannot be Pinned, automatically passing any Pinning tests it is called upon to take without any dice being rolled (this benefit is lost immediately once the number of Auxilia Gunners is reduced to less than the number of Artillery Platforms in the unit)
Auxiliary Vehicle Bay
Models with the Vehicle Unit Type may Embark a model with this special rule, Embarking and Disembarking as per the normal rules for Embarking/ Disembarking. A model with this special rule may carry one model with the Vehicle Unit Type whose starting Hull Points Characteristic is 4 or less. A model with the Vehicle Unit Type Embarking or Disembarking from a model with this special rule may do so from any point on the model's base, or its hull if it has no base.
Barrage
All Barrage weapons use Blast markers and consequently use the rules for Blast weapons, as indicated by their profile, with the following exceptions: Barrage weapons can fire indirectly. This means they can fire at a target that they do not have line of sight to, as long as the target is beyond their Minimum Range (if applicable). When firing indirectly, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit is rolled on the Scatter dice, the Blast marker always scatters a full 2D6". If a Barrage weapon has line of sight to its target it can fire directly, even if the target is within its Minimum Range. Note that any Hits inflicted upon Vehicles by an Attack using the Barrage special rule are always resolved against the Vehicle’s Side Armour Value. Multiple Barrages If a unit fires more than one shot with the Barrage special rule, they fire together, as follows: The Barrage weapon closest to the target unit fires first. Place the Blast marker over the target, then roll for scatter as described earlier. Once the first marker is placed, roll a Scatter dice for each other Barrage weapon shot fired by the unit. If an arrow is rolled, place the marker in the direction indicated so that it is next to and touching the edge of the first marker placed (see diagram below). If a Hit is rolled, the firing player places the marker so that it touches any part of any marker in the group that has already been placed. Note that it is perfectly fine if some markers are placed overlapping one another (including being directly over the top of a previous marker). Once all of the markers are in place, add up the number of Hits and roll To Wound for these Hits. To determine Cover Saves, always assume the shot is coming from the centre of the first Blast marker that was placed in the Multiple Barrage. Apocalyptic Barrage An Apocalyptic Barrage follows all of the rules for a Barrage weapon, but uses the clover-shaped Apocalyptic Barrage marker. Before the marker is placed, the attacker is allowed to rotate the marker about its centre to maximise the number of models that could potentially be hit. Place the marker and roll for scatter in the same way you would for a Blast. If the marker scatters, be careful to maintain the same orientation as you move it. Once the final position of the marker has been determined, roll a number of dice equal to the number of attacks on the weapon’s profile. So, for example, with a weapon with the type ‘Heavy 4, Apocalyptic Barrage’, you would roll four dice. Each dice roll corresponds to a ‘strike’ on one of the circles on the Apocalyptic Barrage marker. For example, each roll of a 2 indicates a strike on circle number 2. Resolve the strikes as for a Multiple Barrage, as if each were a Barrage attack that had landed on that circle and hit all the models underneath it. To determine Cover Saves, always assume the shot is coming from the centre of the entire Apocalyptic Barrage marker.
Battle-hardened (X)
For the purposes of whether or not attacks of a Strength twice this model’s Toughness value inflict Instant Death, this model’s Toughness is increased by X, where X is the value in brackets after the name of this special rule. If, for any reason, this special rule does not provide a value, then consider the value of X to be 1. This special rule does not alter the scores needed by To Wound rolls or any other Test or Check.
Battlesmith (X)
If a model with the Battlesmith (X) special rule is in base contact with, or Embarked upon, one or more damaged Vehicles, Dreadnoughts or Automata during the Shooting phase, they can attempt to repair one of them. If they do so, the model that attempted the repair cannot shoot any weapons or use any other abilities that would be used instead of making a Shooting Attack.Roll a D6. If the result is equal to or more than the value listed in brackets as part of this rule then one of the following options may be applied to any one Vehicle, Dreadnought or Automata the model is in base contact with or Embarked upon: • Restore a lost Hull Point. • Restore a lost Wound. • Repair a Weapon Destroyed result. • Repair an Immobilised result. If a Weapon Destroyed result is repaired, that weapon can be fired in the following Shooting phase. The Battlesmith cannot use this ability if they are Pinned or Falling Back.
Bearers Of The Blood Hand
A unit that contains at least one model with this special rule must declare a Charge if able when they begin the Assault phase within 12" of an enemy unit. If there is more than one eligible target, the controlling player chooses the target of any Charges made. Note that this does not allow models with this special rule to Charge a different unit to one that they made a Shooting Attack against in the previous Shooting phase.
Binaric Stratagems
At the start of the battle, once both armies have set up all their models, including any units with the Infiltrator special rule, a player that controls any models with this special rule may select one of the effects listed below as part of this special rule. All units with the Kyropatris field generator item of Wargear in the Detachment that includes the model with this special rule gain the chosen effect for the duration of the battle. Note that only a single bonus may be given to the units, regardless of how many models with this special rule are present in the Detachment. If an army includes multiple Detachments that include any models with this special rule, the controlling player must select an effect for each such Detachment and may select the same or different effects for each Detachment: • Pain Suppression Override:Affected models gain the Feel No Pain (5+) special rule. • Explorator Synaesthesis:Models in affected units gain the Move Through Cover special rule. • Deconstructive Confluence: Models in affected units gain the Wrecker special rule. • Extinction Interlock:Models in the affected units gain the Preferred Enemy (Infantry) special rule
Biological Overload
Whenever an Eversor Assassin is reduced to zero Wounds, but immediatly before the model is removed from the battlefield, every model, both friendly and enemt, within d^" suffers a S4 AP3 hit with the Fleshbane special rule. These hits count as a Shooting Attack originating froma weapon with the 'Flame' type.
Bitter Duty
A unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit with this special rule unless they also have this special rule).
Blade Charge
Once per battle, a unit that includes any models with weapons with this special rule may declare a Blade Charge at the start of any of the controlling player’s Assault phases. For the duration of that Phase, the attacks made by all models in the unit with weapons with the Blade Charge special rule gain the Rending (3+) special rule in addition to any other effects their weapons might have. This does not replace or improve any other versions of the Rending (X) special rule already possessed by the unit
Blast
When firing a Blast weapon, models do not roll To Hit. Instead, pick one enemy model visible to the firer and place the Blast (3") marker with its hole entirely over the base of the target model, or its hull if the target is a Vehicle. The hole at the centre of the marker must be within the weapon’s Maximum Range. You cannot place the Blast marker so that the base or hull of any friendly model is even partially under it. The large area affected by the blast means it is going to be very hard to miss completely. Nonetheless, the shot might not land exactly where intended. Roll for the Blast marker to scatter and subtract the firer’s Ballistic Skill from the distance (if any) that it scatters, to a minimum of 0". Note that it is possible, and absolutely fine, for a shot to scatter beyond the weapon’s Maximum or Minimum Range and line of sight. This represents the chance of ricochets, the missile blasting through cover and other random events. In these cases, Hits are worked out as normal and can hit and Wound units out of range and line of sight (or even your own units, or models locked in combat). If the shot scatters so that the hole in the centre of the marker is beyond the battlefield’s edge, the shot is a complete miss and is discarded. Once the final position of the Blast marker has been determined, take a good look at it from above – each unit suffers one Hit for each of the models included in that unit that is fully or partially beneath the Blast marker, even if those models are not within the firer’s line of sight. Once the number of Hits inflicted on the unit has been worked out, roll To Wound and Save as normal. Note that, unlike other attacks, Wounds inflicted by an attack with the Blast special rule can be allocated to any models in the target unit, even if they are out of sight of any models from the attacking unit. Multiple Blasts If a unit is firing more than one shot with the Blast special rule, scatter each shot, one at a time, as described above and determine how many Hits are scored with each individual Blast marker. After the last shot, add up the total number of Hits scored and roll all of the To Wound rolls as normal. Blast Weapons and Re-rolls If a model has the ability to re-roll its rolls To Hit and chooses to do so after firing a Blast weapon, the player must re-roll both the Scatter dice and the 2D6. Note that this applies only to models able to fully re-roll a To Hit roll, not to models that may re-roll To Hit rolls of a specific value – for example, models that can re-roll To Hit rolls of a ‘1’ cannot re-roll either the Scatter dice or 2D6 unless another rule allows them to do so. Blast Weapons and Snap Shots Blast weapons cannot be fired as Snap Shots. Large Blast Large Blast weapons use the 5" Blast marker, but otherwise obey all the rules for Blast weapons. Massive Blast Massive Blast weapons use the 7" Blast marker, but otherwise obey all the rules for Blast weapons. Apocalyptic Blast Apocalyptic Blast weapons use the 10" Blast marker, but otherwise obey all the rules for Blast weapons. Apocalyptic Mega-blast (5"/7"/10") Apocalyptic Mega-blast weapons use the Apocalyptic Blast marker. They obey the rules for Blast weapons, with the following exceptions: Apocalyptic Mega-blast weapons have three Strength values and three AP values. Correspondingly, the Apocalyptic Blast marker is divided into three zones, as shown in the diagram on the next page, one for each Strength and AP value. The Strength and AP of any Hits depends on the zone in which the target model is located. The first Strength and AP value are used for the inner zone, the second Strength and AP value are used for the middle zone, and the third Strength and AP value are used for the outer zone. Always use the best Strength and AP if a model straddles two or more zones. If a unit has models in several zones, work out the Hits inflicted for each zone separately. Note that there will be a different Wound Pool for each zone. To determine whether a unit wounded by an Apocalyptic Mega-blast weapon is allowed a Cover Save, and when determining Wound allocation, always assume the shot is coming from the centre of the Apocalyptic Blast marker, instead of from the firing model. Hits from Apocalyptic Mega-blast weapons made against Vehicles are always resolved against their Side Armour Value.
Blast-shield
A Blast-shield is a Barricade and provides a 5+ Cover Save for models obscured by it. In addition, any Wounds inflicted by attacks with the Blast special rule targeting a model that claims a Cover Save due to a Blast-shield must be re-rolled.
Blind
Any unit hit by one or more models or weapons with this special rule must take an Initiative test at the end of the current Phase. If the Test is passed, there is no further effect. If the Initiative test is failed, all models in the unit are reduced to Weapon Skill 1 and Ballistic Skill 1 until the end of their next turn. Should the attacking unit hit themselves, they automatically pass the Test. Any model that does not have an Initiative Characteristic (for example, Vehicles, Buildings, etc) is unaffected by this special rule.
Blind Barrage
So long as a unit with this special rule contains at least five models with galvanic casters, once per battle during the controlling player’s Shooting phase, the unit may make a Blind Barrage instead of making a Shooting Attack. Select a friendly unit with a model within 18" and within line of sight of the unit making the Blind Barrage. That friendly unit gains the Shrouded (4+) special rule until the beginning of the controlling player’s next player turn. Models with the Vehicle Unit Type, the Knight Unit Sub-type, the Titan Unit Sub-type, or the Monstrous Unit Sub-type may not be the target of a Blind Barrage.
Bloody Murder
When a unit composed entirely of models with this special rule declares a Charge targeting a unit that is Pinned or Falling Back, the Charge roll gains an additional +1 modifier, and if the Charge is successful then all models in the Charging unit gain +1 Attack for the duration of the turn in which that Charge is made.
Breaching (X)
When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon's normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.
Breakers Of Witches
This model may re-roll all To Hit and To Wound rolls in close combat when attacking an enemy unit that includes one or more models with the Daemon Unit Type or the Psyker or Corrupted Sub-type.
Brutal (X)
When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model's remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Bulky (X)
Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport Capacity and whether a given unit outnumbers another in combat. For example, a unit comprised of five models all of which have the Bulky (3) special rule, would count as 15 models when attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit.
Cerebral Pacifier
A model with this special rule never suffers any penalties to its Leadership Characteristic from the Anathema Unit Sub-type.
Chain Fire
When using a model with this special rule to make a Shooting Attack using only Pistol type weapons, the controlling player may declare a Chain Fire attack instead of making the model's normal Shooting Attacks during their own player turn. While making a Chain Fire attack, a model with this special rule may make up to six attacks in the same Shooting phase. Each of these attacks must be made using either one or two Pistol type weapons, and all attacks must target the same enemy unit. In each attack all weapons used must make their full number of attacks (for example, a model making a Chain Fire attack with two Pistol 2 weapons would make 4 To Hit rolls for each attack, for a total of 24 To Hit rolls over the full 6 attacks). The following additional restrictions apply to Chain Fire attacks: • To Hit rolls for Chain Fire attacks may never be re-rolled, and weapons which do not roll To Hit may not make Chain Fire attacks (including any weapons with the Template or Blast special rules). • When making a Chain Fire attack for weapons with the Gets Hot or Armourbane (Melta) special rules, roll each Hit individually; if a 1 is rolled, stop rolling To Hit for that weapon immediately. No further To Hit rolls may be made with that weapon for the remainder of the Phase. • After making a Chain Fire attack, a model with this special rule and any unit he has joined may not declare a Charge in the following Assault phase. • When making a Chain Fire attack a model with more than two appropriate weapons must select and use the same one or two weapons for all 6 attacks made as part of the Chain Fire attack (unless the Gets Hot or Armourbane (Melta) rules noted above force the controlling player to stop using one of the weapons, in which case another appropriate weapon may be used if available). • A Chain Fire attack may never be made as part of any Reaction.
Chieftain Retinue
A Chieftain Squad in a Detachment that includes at least one model with both the Master of the Legion and Legiones Astartes (Sons of Horus) special rules may be selected as a Retinue Squad instead of as an HQ choice. The model with both the Master of the Legion and Legiones Astartes (Sons of Horus) special rules is referred to as the Retinue Squad’s Leader for the purposes of this special rule (if the Detachment includes more than one model with both the Master of the Legion and Legiones Astartes (Sons of Horus) special rules then the controlling player selects one as the unit’s Leader). A Chieftain Squad selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. A Chieftain Squad selected as a Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play.
Chosen Warriors
A model with this special rule may issue and accept Challenges as if it had the Character type. Note that this does not allow a model with this special rule to use any other special rules associated with the Character type.
Cloaked In Murder
When a unit composed entirely of models with this special rule declares a Charge targeting a unit that is already engaged in combat, the Charge roll gains an additional +1 modifier, and if the Charge is successful then all models in the Charging unit gain +1 To Hit for the duration of the turn in which that Charge is made.
Concussive (X)
A unit that suffers one or more Wounds, regardless of whether those Wounds are Saved or otherwise discounted, from a weapon with this special rule must take a Leadership test at the end of the Shooting phase (if the attacks were inflicted as part of a Shooting Attack), or the current combat (if the attacks were inflicted as part of a Melee attack). If the test is failed then that unit’s WS is reduced by the value in brackets listed as part of the special rule until the end of the following Assault phase (if no value is listed then reduce the target unit’s WS by -1). No matter how many times a unit has taken saved or unsaved Wounds from an attack with the Concussive special rule, it may only be forced to take one Leadership test because of it. If a single unit has been the target of several Concussive attacks with different values and fails the Leadership test, then it suffers the effects of the highest single modifier among those attacks – the effects do not stack or otherwise become cumulative.
Containment Breach
If a model with this special rule suffers an Explodes result on the Vehicle Damage table then when determining the radius of the explosion roll D6+3 instead of D6.
Corax's Shame
If selected as part of an army with the Loyalist Allegiance, models with this special rule gain the Battle-hardened (1) special rule. If selected as part of an army with the Traitor Allegiance, models with this special rule gain the Hatred (Corvus Corax) special rule. Additionally, if selected as part of an army that includes Corvus Corax, no models with this special rule may be deployed within 18" of Corvus Corax (including when models from this unit enter play from Reserves) and Corvus Corax may never join a unit that has any models with this special rule
Counter-attack (X)
If a unit contains at least one model with this special rule, and that unit is Charged, every model with the Counter-attack special rule gains a number of additional Attacks equal to the value in brackets listed as part of this special rule. If no value is listed then the unit gains +1 Attack. If, when Charged, the unit was already locked in combat or has made the Hold the Line Reaction, the Counter-attack special rule has no effect.
Crawling Fire
After the Blast marker for a weapon with this special rule is placed, the attacking unit’s controlling player may move the marker up to 2" in any direction so long as this would cover more models than it previously would have.
Credo Annihilato
An army that includes at least one Legion Primus Nullificator Consul ignores the 0-1 restriction on Legion Nullificator units and may select them as Troops choices, but these units gain the Support Squad special rule
Crude Exegesis
When rolling to scatter for this weapon, if both D6 result in the same number, for example both dice show a result of 3, the template is instead positioned over the centre of the model that is making the attack, regardless of the result rolled on the Scatter dice
Crusader
A unit that contains at least one model with this special rule rolls an extra dice when making Sweeping Advances and discards the lowest scoring dice before determining the result.
Crushing Weight
When the controlling player resolves a Ram Attack using a model with this special rule, targeting an enemy model that has the Vehicle Unit Type, then any Hits inflicted are always resolved at Strength 12 (see the rules for Weapon Strengths above 10 on page 128). When resolving a Ram Attack against a unit that is not made up entirely of models with the Vehicle Unit Type, 6+D6 Str 10 Hits are inflicted instead.
Cult Of Morkai
Deathsworn Packs may not be joined by models with the Independent Character special rule other than models with the Speaker of the Dead or Caster of Runes Consul upgrade. In addition, a Deathsworn Pack may be selected as a Retinue Squad in a Detachment that includes at least one model with the Speaker of the Dead or Caster of Runes Consul upgrade, instead of as an Elites choice. A unit selected as a 'Retinue Squad' must have one model with the Speaker of the Dead or Caster of Runes Consul upgrade from the same Detachment selected by the controlling player as the Deathsworn Pack's Leader for the purposes of this special rule. A Deathsworn Pack selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. A Deathsworn Pack selected as a Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play.
Cumbersome
A model using a close combat weapon with this special rule can only ever make a single attack at WS 1 in an Assault phase, regardless of their profile or any bonus or other special rule.
Cybernetica Exterminator
The Excindio Battle-automata has the Animatus Excindor Cybertheurgic Weapon from the Artificia Machina Cybertheurgic Arcana found on page 94 of Liber Mechanicum, but may not select any other Cybertheurgic Arcana, Cybertheurgic Rites or Cybertheurgic Weapons.
Deadly Cargo
If a Vehicle with this special rule takes Hull Point damage from any source, including both Penetrating Hits and Glancing Hits, but is not destroyed, roll a D6. On a 6, the Vehicle suffers an Explodes result on the Vehicle Damage table.
Death Frenzy
A unit composed entirely of models with this special rule that fails a Morale check, due to enemy Shooting Attacks, losing a combat in the Assault phase, or due to a special rule that forces a Morale check, does not Fall Back and is treated as if it had passed the Morale check. However, the unit's controlling play must immediately select a single model in the unit and remove it from play as a casualty - no Armour Saves or Damage Mitigation rolls may be made for the selected model. After one or more models has been removed froma unit due to this special rule in a given player turn, the unit from which the model was removed increases the Attacks Characteristic of all models in the unit by 1 for the duration of the next player turn.
Death's Artisan
When Engaged ina Challenge, a model with this special rule may choose to increase their Weapon Skill and Initative Characteristic to match that of their opponent for the duration of the Challenge. Additionally, a model with this special rule must always issue a challenge when Engaged in a combat with a unit that contains a model with the Character Unit Sub-type.
Death-sworn Companions
Any unit that includes at least one model with this special rule ignores the effects of the Precision Strikes (X), Precision Shots (X) and Sniper special rules, and casualties from Shooting Attacks and Melee Attacks are always allocated to a model of the controlling player's choice.
Deathshroud Retinue
A Deathshroud Terminator Squad may be selected as a Retinue Squad in a Detachment that includes at least one model with both the Master of the Legion and Legiones Astartes (Death Guard) special rules, instead of as an Elites choice. A unit selected as a 'Retinue Squad' must have one model with both the Master of the Legion and Legiones Astartes (Death Guard) special rules from the same Detachment selected by the controlling player as the Deathshroud Terminator Squad's Leader for the purposes of this special rule. A Deathshroud Terminator Squad selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. A Deathshroud Terminator Squad selected as a Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play. One Deathshroud Terminator in a Deathshroud Terminator Squad selected as a Retinue may exchange their power scythe for a Legion standard and power weapon for +15 points.
Deathstorm
When making a Shooting Attack, select up to four enemy units within range and line of sight of the attacking unit and make a Shooting Attack using the weapon's profile against each unit instead of following the normal procedure (any individual enemy unit may only be selected as a target once, and if there are less than four enemy units within line of sight and range then each viable target may be attacked). Each unit targeted is attacked with the full number of attacks listed as part of the weapon's profile, for example, a weapon with the Heavy 6 type and the Deathstorm special rule would select up to four enemy units within range and line of sight and roll six dice To Hit against each unit.
Deathwing Retinue
A Deathwing Companion Detachment may only be selected as part of a Detachment that includes at least one model with both the Master of the Legion and the Legiones Astartes (Dark Angels) special rules. A unit selected in this manner is considered a 'Retinue Squad' and the model with both the Master of the Legion and Legiones Astartes (Dark Angels) special rules is referred to as the Retinue Squad's Leader for the purposes of this special rule (if the Detachment includes more than one eligible Leader then the controlling player selects one as the unit's Leader). The Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. The Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play. A Deathwing Companion Detachment may not be selected as part of an army without a Leader.
Deathwing Terminator Cataphractii Retinue
A Deathwing Cataphractii Terminator Companion squad may only be selected as part of a Detachment that includes at least one model with both the Master of the Legion and the Legiones Astartes (Dark Angels) special rules and is equipped with Cataphractii Terminator armour. A unit selected in this manner is considered a ‘Retinue Squad’ and the model with both the Master of the Legion and Legiones Astartes (Dark Angels) special rules is referred to as the retinue squad’s Leader for the purposes of this special rule (if the Detachment includes more than one eligible Leader then the controlling player selects one as the unit’s Leader). The retinue squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. The retinue squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the retinue squad during play. A Deathwing Cataphractii Terminator Companion Detachment may not be selected as part of an army without a Leader.
Deathwing Terminator Tartaros Retinue
A Deathwing Tartaros Terminator Companion squad may only be selected as part of a Detachment that includes at least one model with both the Master of the Legion and the Legiones Astartes (Dark Angels) special rules and is equipped with Tartaros Terminator armour. A unit selected in this manner is considered a ‘Retinue Squad’ and the model with both the Master of the Legion and Legiones Astartes (Dark Angels) special rules is referred to as the retinue squad’s Leader for the purposes of this special rule (if the Detachment includes more than one eligible Leader then the controlling player selects one as the unit’s Leader). The retinue squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. The retinue squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the retinue squad during play. A Deathwing Tartaros Terminator Companion Detachment may not be selected as part of an army without a Leader.
Decapitation Strike
During any Fight sub-phase, the controlling player of a model with this special rule may choose to have the model with this special rule make a single attack with the profile below instead of attacking normally (while using this option, the model with this special rule may not gain bonus attacks for Charging, additional weapons or from any other special rule). Decapitation Strike – Strength 2, AP 1, Melee, Unwieldy, Fleshbane, Murderous Strike (2+)
Deep Strike
A unit made up entirely of models with this special rule may perform a Deep Strike Assault as described on page 310. Certain Faction or unit special rules may present other options for the deployment of units with the Deep Strike special rule.
Deflagrate
After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
Demolition Vehicle
When a model with this special rule is called upon to make attacks during an Assault, instead of rolling To Hit as normal it instead inflicts one automatic Hit using the profiule below on any one enemy model it is in base contact with (chosen by the player that controls the model with this special rule). Once this Hit is resolved, the model with this special rule is automatically removed as a casualty (the removal of this model does not add any Wounds to the total used to determine which side has won the Assault). Demo Charge - Strength 10, AP 1, Melee, Armourbane (Melee), Instant Death, Brutal (2)
Designated Quarry
At the start of the battle, once both armies have set up all their models, including any units with the Infiltrator special rule, a single enemy unit with the Gargantuan, Super-heavy, Knight or Titan Unit Sub-type may be chosen by the player that controls any models with this special rule – this enemy unit is considered the ‘Designated Quarry’. When any friendly models with this special rule are used to make a Shooting Attack against the enemy unit their controlling player has selected as the Designated Quarry, all failed To Wound rolls of ‘1’ may be re-rolled. If the enemy unit selected as the Designated Quarry has an Armour Value, add +1 to any results rolled on the Vehicle Damage chart as a result of Shooting Attacks made by models with this special rule.
Detonation
A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0, Buildings, or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.
Divisio Aeronautica Air Superiority
A unit or model with this special rule may be placed into Combat Air Patrol at the start of the battle, before any models are deployed onto the battlefield. Models assigned to Combat Air Patrol are not deployed onto the battlefield and remain in Reserves - however, no Reserves rolls are made for these models. Instead, the controlling player gains access to the Combat Air Patrol Advanced Reaction.
Djinn-sight
When making Shooting Attacks, djinn-sight reduces the benefits of any Cover Save the target unit has by -2 (a 4+ becoming a 6+, a 5+ being ignored entirely, and so on). Additionally, Infiltrators may not be set up within 24" of units with this special rule, regardless of line of sight.
Dragon's Breath
When attacking using the Wall of Death special rule (see the Template rules on page 248 of the Horus Heresy: Age of Darkness rulebook), a weapon with this special rule inflicts D6 Hits instead of D3.
Dreadnought Talon
When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves), all models with this special rule in a unit must be placed within unit coherency, but afterwards operate independently and are not treated as a unit.
Dreadnought Transport
A model with this special rule may transport a single model with the Dreadnought Unit Type with no more than 8 Wounds instead of any other models. A Dreadnought model may not Embark upon a model with this special rule if any other models are already Embarked on it, and while a Dreadnought model is Embarked on a model with this special rule then no other models may Embark.
Duellist’s Edge (X)
When fighting in a Challenge, the user of this weapon gains a bonus to their Initiative value equal to the value in brackets after the rule when making attacks with this weapon. If there is no value in brackets after a given instance of this special rule, then assume the value is 1 (thus adding +1 Initiative to that model).
Enigmatus Exhaust Projector
On any turn in which a model with this special rule enters the battlefield from Reserves, it gains the Shrouded (4+) special rule for the remainder of the turn.
Entangle (X)
An attack that has this special rule does not roll to Wound using the normal rules, instead roll to Wound by comparing the Attack's Strength to the target's Strength Characteristic, using the Strength Characteristic in place of Toughness on the To Wound table. If any Attacks with this special rule inflict Wounds, do not make Armour Saves or Damage Mitigation Rolls for those Wounds - instead for each Wound inflicted by an Attack with this special rule, reduce the Movement Characteristic of all models in the target unit by the number in brackets that is included as part of this special rule (to a minimum of 1) until the end of the controlling player's next turn. The Wounds caused by Attacks with this special rule are then discarded and neither reduce the target model's Wound Characteristic, nor cause any models to be removed as casualties (this does not affect Wounds inflicted by Attacks without this special rule as part of the same Shooting Attack). Attacks with this special rule have no effect on models with the Vehicle or Primarch Unit Types, or on any models that starts the battle with 6 or more Wounds. Do not roll To Wound if Hits from an attack with this special rule are allocated to such a model and simply discard those Hits. Similarly, models of these Types are not affected by the modifiers to Movement inflicted by the Entangle special rule, regardless of whether other models in the same unit are affected.
Eternal Warrior
If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.
Ex Oblivio
At the start of any combat in the Assault phase, before the beginning of Initative step 10, the controlling player of a model with this special rule may declare its use. When used, roll a D6 and select a single enemy model in base contact with a model that has this special rule (include a model that is Engaged in a Challenge with that model) - that enemy model must reduce its Weapon Skill to 1 for the remainder of the current clayer turn. If the dice roll results in a result of a 2-6 then there is no further effect, but if the dice roll results ina result of 1 then the model with this special rule suffers a single Wound against which no Armour Saves, Cover Saves, or Invulnerable Saves may be taken (Damage Mitigation rolls may be taken as normal).
Exoshock (X)
If this weapon successfully scores a Penetrating Hit on a target, roll a D6. If the result of that roll is equal to or higher than the value in brackets after the rule, a second automatic Penetrating Hit is inflicted on the same target against which Cover Saves may not be taken. For example, a weapon with the Exoshock (4+) special rule would inflict a second Penetrating Hit on the score of a 4+. This second Penetrating Hit does not gain the effects of any other special rules, and cannot trigger additional Hits. If, for any reason, a given instance of this rule does not have a value in brackets after the special rule, assume the value is 6+.
Exposed Plasma Conduits
Each time a model with this special rule suffers a Glancing Hit, it instead counts as a Penetrating Hit. Additionally, add an additional +1 to all rolls on the Vehicle Damage chart when a model with this special rule suffers a Penetrating Hit.
False Colours
A unit composed entirely of models with this special rule may not be targeted with a Shooting Attack by an enemy unit as long as the unit with this special rule has not made a Shooting Attack at any point in the battle. Once a unit or model with this special rule has made a Shooting Attack or successfully Charged an enemy unit (including during a Reaction) then this special rule has no further effect, nor does this special rule restrict the enemy from declaring Charges targeting a model or unit that has this special rule.
Fatal Strike
Once per battle, a unit that includes any models with this special rule may declare a Fatal Strike at the start of any of the controlling player's Shooting phases. For the duration of that Phase, the Shooting Attacks of all models in the unit with the Fatal Strike special rule gain the Rending (4+) special rule in addition to any other effects their weapons might have. This does not replace or improve any other version of the Rending (X) special rule already possessed by the unit and may not be used when attacking with weapons that have either the Template or the Blast (X) special rule.
Favoured Of Vulkan
A Firedrake Terminator Squąd may be selected as a Retinue Squad in a Detachment that includes at least one model with both the Master of the Legion and Legiones Astartes (Salamanders) special rules, instead of as an Elites choice. A unit selected as a Retinue Squad must have one model with both the Master of the Legion and Legiones Astartes (Salamanders) special rules from the same Detachment selected by the controlling player as the Firedrake Terminator Squad's Leader for the purposes of this special rule. A Firedrake Terminator Squad selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. A Firedrake Terminator Squad selected as a Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play.
Fear (X)
All enemy models within 12" of a model with this special rule must reduce their Leadership by the value in brackets after the special rule when taking any Morale checks, Regroup or Pinning tests. For example, a unit with the special rule Fear (2) would reduce the Leadership of all enemy models within 12" by 2. Enemy units that are locked in combat are only affected by this modifier if they are locked in combat with the unit that causes Fear. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Fear special rule at a time. This will always be the highest single modifier among those applicable. A model that causes Fear is not itself immune to Fear, and will still suffer a penalty to its Leadership if within range of an enemy unit that has the Fear special rule.
Fearless
Units with one or more models with the Fearless special rule automatically pass Pinning tests, Regroup tests and Morale checks. In addition, models with the Fearless special rule ignore the effects of the Fear special rule. However, units containing one or more models with the Fearless special rule cannot use any Reactions that grant a Cover Save, Armour Save, Invulnerable Save, and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule (see page 188). If a unit has become Pinned and then gains the Fearless special rule, all the effects of being Pinned are immediately cancelled.
Feedback
If a weapon with this special rule fails its Armour Penetration roll against a target with an Armour Value or fails a To Wound roll against any other model (note that successful Armour Saves or Damage Mitigation rolls do not count for this), roll a D6. If the result is a 1, the attacking model loses 1 Hull Point or Wound.
Feel No Pain (X)
When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being Wounded (this is a special Saving Throw which is made after unsaved Wounds are suffered). Feel No Pain rolls may not be taken against unsaved Wounds that have the Instant Death special rule. Roll a D6 each time an unsaved Wound is suffered. On a result that is equal to or greater than the value in brackets, the unsaved Wound is discounted – treat it as having been saved. On any other result the Wound is taken as normal.
Ferromantic Deflector
A model with an ferromantic deflector gains a 5+ Invulnerable Save and any model with a ferromantic deflector and a Wounds Characteristic that suffers an unsaved Wound with the Instant Death special rule is not immediately removed as a casualty, but instead loses three Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. In addition, when a model with a ferromantic deflector loses its last Wound or Hull Point, but before it is removed as a casualty or replaced with a Wreck, all models both friendly and enemy within D6" suffer an automatic Hit at Str 6, AP -.
Ferromantic Invulnerability
The effects of any variant of the Armourbane special rule or the Lance special rule are ignored when resolving attacks made against a model with this special rule.
Feudal Hierarchy
A single Detachment may not include both an Archmagos Prime and an Archmagos Prime on Abeyant.
Field Repair (X)
If a model with the Field Repair (X) special rule is within 3" of one or more friendly damaged Vehicles during the Shooting phase, they can attempt to Repair one damaged Vehicle instead of firing all weapons or using any other abilities that would be used instead of making a Shooting Attack. To attempt a Repair, roll a D6. If the result is equal to or more than the value listed in brackets as part of this special rule then one of the following options may be applied to any one Vehicle model within 3" of the Solar Auxilia Trojan Support Vehicle: • Restore a lost Hull Point. • Repair a Weapon Destroyed result. • Repair an Immobilised result. If a Weapon Destroyed result is repaired, that weapon may not be used to attack in the same phase as it is repaired, but may be used to attack as normal in any phase after that.
Fire Support
When making an attack with a Heavy weapon, a Castellan may increase the number of attacks made with that weapon by +1 when making a Shooting Attack (for example, a Castellan making a Shooting Attack with a Heavy 3 weapon would roll an additional dice for its attacks, rolling four dice in total).
Firing Protocols (X)
When making a Shooting Attack, a model with this special rule may attack with a number of different weapons equal to the value of this special rule. This rule does not allow a single weapon to be attacked with more than once, and only applies if the model is equipped with more than one weapon. For example, as part of a single Shooting Attack, a model with the Firing Protocols (2) special rule may attack with up to two different weapons.
Flank Speed
A model with this special rule may increase its Movement Distance by 4" in any Movement phase, but if it does so it may not make any Shooting Attacks in the subsequent Shooting phase. Note this model may still Charge in the Assault phase. In addition, when declaring a Charge after making a Shooting Attack, a model with this special rule may Charge a unit that it did not target in that turn’s Shooting phase, provided that the target of the Charge meets all other criteria of a valid Charge target.
Fleet (X)
A unit composed entirely of models with this special rule gains a bonus to all Run moves, any distance moved as part of a Reaction and as a modifier to all rolls made to determine Charge Distances equal to the value in brackets listed after the special rule. For example, a unit composed entirely of models with the Fleet (2) special rule would add +2 to all Run moves it makes, +2 to all distances moved as part of a Reaction and add a +2 modifier to any Charge Moves made. If a unit is composed entirely of models with this special rule, but the models have different versions of this special rule, then the unit must use the lowest Fleet value included in the unit (for example, a unit of ten models in which nine models have Fleet (2) and one model has Fleet (4) would use the Fleet (2) special rule).
Flesh Harvesters
Friendly models with the Psychic Disciplines Harbinger of Chaos, Diabolism or Anathemata within 6" of a model with this special rule may roll an additional D6 and discard the highest result when making Psychic checks. Additionally, in missions that use Victory points the controlling player gains an additional +1 Victory point for every enemy unit that is removed as a casualty as a result of a Sweeping Advance made by a unit made up of models with this special rule.
Fleshbane
If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat. Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.
Force
Any Psyker with a weapon or ability with this special rule may choose to make a Psychic check before making any attacks with that weapon or resolving the ability. If the test is successful then the Strength value of any attacks made is doubled. If the test is failed then a Perils of the Warp attack is resolved targeting the unit containing the model that failed its test. If the Psyker survives Perils of the Warp then it may attack as normal.
Fortified Postion
In games that allow the use of Fortifications, an Emperor’s Children Sun Killer Squad that has not selected a Dedicated Transport may instead select a Defence Line (see the Warhammer: The Horus Heresy – Age of Darkness Rulebook) without occupying a Fortification Force Organisation slot, but the cost in points must be counted towards the army total.
Frenzon Rage
At the start of the Assault phase, a model with this special rule may choose to temporarily increase it Attacks Characteristic by the amount listed in brackets until the end of the turn. When rolling To Hit for a model that has had its Attacks Characteristic increased in this manner, for each unmodified result of 1 the attacking model immediately suffers a Wound unless and Armour Save can be made. Wounds inclifed in this manner do not count for the purposes of combat resolution.
Furious Charge (X)
In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Strength Characteristic until the end of the Assault phase. The bonus added to the model’s Strength is equal to the value in brackets after the special rule, for example a model with Furious Charge (2) adds a bonus of +2 to its Strength. A model that has made a Disordered Charge that turn receives no benefit from Furious Charge (see page 182).
Fury Of Olympia
A model with this special rule may add one to the number of shots fired when making a Shooting Attack with a shrapnel bolter or shrapnel pistol (but not with shrapnel cannon or Gravis shrapnel cannon or any other 'Bolt' weapon).
Fury Of The Legion
If a model with this special rule has not moved or Run during the Movement phase of its controlling player's turn then that model may add one to the number of shots fired when making a Shooting Attack with a bolter (this does not include combi-bolters, bolt pistols or other bolt weapons).
Galvanic Traction Drive
A model with this special rule must re-roll failed Dangerous Terrain tests.
Galvanic Traction Drive
A model with this special rule must re-roll failed Dangerous Terrain tests.
Garrison Vault
If a model has a Transport Capacity and the Garrison Vault special rule, then it may transport any number of Infantry units (plus any Characters that have joined the units), so long as the number of models in the Embarked units do not exceed the model’s Transport Capacity. Some models with the Garrison Vault special rule may be able to transport other units in addition to Infantry. Where this is true, the model’s profile will note exactly which units may Embark on the building.
Gets Hot
When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit. Gets Hot and Weapons that do not Roll To Hit Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each shot immediately before firing. On a 2+, the shot is resolved as normal. For each roll of a 1, the weapon Gets Hot; that shot is not fired and the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 to Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit. Gets Hot and Re-rolls If a model has the ability to re-roll its rolls To Hit (including because of BS 6+ or the Twin-linked special rule), a Wound is only suffered if the To Hit re-roll is a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit.
God-engine
A model with this special rule ignores all Psychic Powers and Cybertheurgic Rites and Attacks made by Psychic and Cybertheurgic Weapons. In addition, a model with this special rule ignores the effects of the Haywire and Disruption (X) special rules. In all cases, weapons which benefit from these special rules must attempt to damage a model with this special rule normally using the attack’s Strength value. In addition, all friendly Mechanicum units with at least one model within 24" of a model with this special rule gain the Fearless special rule.
Grav Wave
Any successful Charge that targets a unit containing a model with a weapon with this special rule is always counted as a Disordered Charge.
Graviton Collapse
Instead of rolling To Wound normally with a weapon with this special rule, the controlling player of any model Hit by it must roll equal to or under that model's Strength Characteristic on 2D6 or it suffers a Wound (Armour Saves and Damage Mitigation rolls may be taken as normal - except Shrouded rolls which may not be used). Against targets with an Armour Value, the attacking player rolls 4D6 for Armour Penetration instead.
Graviton Pulse
Instead of rolling To Wound normally with this weapon, any non-Vehicle model that suffers a Hit from a weapon with this special rule must instead roll under their Strength on a D6 or suffer a Wound (a roll of a ‘6’ always counts as a failure). If a Graviton Pulse weapon also has the Blast type, then leave the Blast marker in place after resolving all Wounds, or otherwise mark the area. This area now counts as both Difficult Terrain and Dangerous Terrain until the end of the next Game Turn.
Graviton Singularity
Before firing a weapon with this special rule, roll a D6. On a 1, the firing unit suffers a single Wound against which no Saves or Damage Mitigation rolls may be made. A model with the Vehicle Unit Type instead suffers 1 Hull Point against which no Saves or Damage Mitigation rolls may be made. On a 2-5, the weapon fires normally. On a result of a 6, the attack is carried out with the Vortex special rule.
Greuso Protocol
A unit that includes one or more models with this special rule may make use of the Greuso Protocol Advanced Reaction.
Grim Purpose
A unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned toa unit with this special rule unless they also have this special rule).
Guided By Prophecy
At the start of any Assault phase, a Leadership test may be made for this unit by the controlling player against a Leadership of 7. If this test is passed, models in this unit gain the Feel No Pain (6+) special rule and improve their Weapon Skill characteristic to '5' for the duration of that Assault phase.
Guided Fire
Any attacks made using a weapon with this special rule do not require line of sight, but must still be within range.
Hallucinations
A unit that suffers one or more Hits from a Weapon with this special rule must mnake an immediate Pinning test, adding one to the result of the roll for each Hit scored by this attack before the result is decided. For example, if a Psyker attacks an enemy unit that has a Leadership of 8, scoring 3 Hits with Telepathic Hallucinations, then that unit must make an immediate Pinning test and add 3 to the result rolled before determining the result.
Hammer Of Wrath (X)
If a model with this special rule ends its Charge Move in base or hull contact with an enemy model, it makes a number of additional attacks equal to the value in brackets listed as part of this special rule. These attacks hit automatically and are resolved at the model’s unmodified Strength with AP-. These attacks do not benefit from any of the model’s special rules (such as Furious Charge, Rending, etc.). These attacks are resolved during the Fight sub-phase at Initiative step 10, but do not grant the model an additional Pile-in Move. If a model with this special rule Charges a Vehicle of any kind or a Building, the hits are resolved against the Armour Value of the Facing the charging model is touching. If the model is in contact with two or more Facings, the player controlling the target model chooses a Facing upon which the attacks are resolved. If a model with this special rule Charges a Building or Vehicle that is a Transport, the hits are resolved against the Building or Vehicle, not the unit Embarked within the Building or Vehicle.
Hammerfall Strike
A model with this special rule is deployed anywhere within the controlling player’s deployment zone, more than 12" away from any enemy models, after models with the Scout or Infiltrate special rules. If both players have models with this special rule, roll off to see who will deploy them first.
Harbingers Of The Legion
A unit that includes any models with this special rule may not join or be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit that includes any models with this special rule). In addition, a unit that includes any models with this special rule never counts as a Scoring unit or a Denial unit regardless of any other special rules or Mission rules in use - however, a model with this special rule may re-roll all failed Shrouded Damage Mitigation rolls.
Harrower
Any unit from which a model is removed as a casualty during the Shooting phase as a result of an attack from a weapon with this special rule, must take a Morale check as if they had suffered 25% casualties.
Hatred (X)
This rule is presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then the unit has Hatred against everyone. This can refer to a Faction or a specific unit. For example, Hatred (Mechanicum) means any model of the Mechanicum Faction, whilst Hatred (Thallax) means only Thallax. A model striking a Hated foe in close combat re-rolls all failed To Hit rolls during the first round of each close combat. The effects of this special rule only apply when a unit that has it begins an Assault phase not locked in combat and then either Charges or is Charged by an enemy unit. If an enemy unit Charges this unit when it is already locked in combat then that does count as a new ‘first’ turn of combat for the effects of Hatred.
Haywire
When a weapon with this special rule Hits a model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6 to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll: • 1 No Effect. • 2-5 Vehicles suffer a Glancing Hit, other models suffer 1 Wound. Only Invulnerable Saves or Damage Mitigation rolls may be taken against Wounds inflicted by this result. • 6 Vehicles suffer a Penetrating Hit, Dreadnoughts and Automata suffer 1 Wound. No Saves or Damage Mitigation rolls may be taken against Wounds inflicted by this result.
Hazardous Munitions
If a model with this special rule suffers an Explodes result on the Vehicle Damage table as a result of a Melee or Shooting Attack, the Explodes result causes nearby units to suffer a Str 8, AP 4 Hit for each model within D6+6" instead of the usual damage and area of effect.
Heart Of The Legion
When a unit that includes at least one model with this special rule has at least half of its models within 6" of an Objective then all models in the unit gain the Feel No Pain (6+) and Stubborn special rules. If any model in the unit already has a variant of the Feel No Pain special rule then instead increase the value in brackets of one of those rules by +1 while the unit has at least half of its models within 6” of an Objective (for example, a model that already had Feel No Pain (5+) could choose to increase this to Feel No Pain (4+) while it fulfils the conditions of this special rule).
Heat Blast
When a model with this special rule is deployed onto the battlefield using the Deep Strike special rule, and once all models arriving from Deep Strike in the same Phase have been placed in their final positions, but before any models Embarked on the model with this special rule have Disembarked, any models within 3+D3" (friendly or enemy) suffer a Str 6 AP 5 Hit (models with the Vehicle Unit Type are struck on the Armour facing with the lowest Armour Value, and this attack counts as an attack from a Flame weapon). In addition, when moving in Hover mode, the controlling player may choose to inflict D6 Str 6 AP 5 Hits on any unit that a model with this special rule moves over. Any Wounds caused are allocated by the controller of the target unit, any models with the Vehicle Unit Type are struck on the Armour facing with the lowest Armour Value, and this attack counts as an attack from a Flame weapon. Once the model has finished moving, the controlling player must roll a D6 for each unit it has inflicted Hits upon using this special rule any results of a '1' inflict a Hull Point of damage on the model with this special rule.
Heavy Beam
When the weapon with this special rule is used to make a Shooting Attack, draw a 1” wide line from the end of the gun barrel up to the listed range of the weapon - this is the beam area. The initial target for the weapon (the model in the beam area closest to the attacking model) must be an enemy model. • Models (friend and enemy) caught in the beam (excepting the firing model) suffer a Hit with the listed profile of the weapon, except models with the Flyer Sub-type which cannot be affected or targeted. • Units with any models in the beam area receive a number of Hits equal to the number of their models caught in the path of the beam; casualties are removed from affected units using the normal rules for removing casualties. • If a Terrain piece, Building, model with the Vehicle Unit Type or any model with 6 or more Wounds is in the beam area, the attack is blocked and its line of effect will no further than that model. The blocking model will, however, suffer 1+D3 separate Hits, rather than just 1. • If a model with the Vehicle Unit Type and the Transport Sub-type suffers a Penetrating Hit from a weapon with this special rule, each unit Embarked on it suffers D6 Str 4 AP - Hits with the Deflagrate special rule, in addition to any other effects. Any Wounds caused are allocated by the controller of the target unit.
Heavy Structure
A model with this special rule has an Invulnerable Save of 6+ against Shooting Attacks.
Hexagrammatic Wards
Any roll To Wound for an attack made with a Psychic Weapon against a model with this special rule suffers a penalty of -1.
Hit & Run
A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test. If the Test is failed, nothing happens and the models remain locked in the fight. If the Test is passed, choose a direction – then roll 2D6 and add the unit’s Movement Characteristic to the result. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 2D6 + Movement result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate a number of inches equal to their Initiative. A Hit & Run Move is not slowed by Difficult Terrain, but does trigger Dangerous Terrain tests as normal. It may not be used to move into base or hull contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.
Honour Bearers
An Invictarus Suzerain Squad may be selected as a Retinue Squad in a Detachment that includes at least one model with both the Master of the Legion and Legiones Astartes (Ultramarines) special rules, instead of as an Elite choice. A unit selected as a Retinue Squad' must have one model with Master of the Legion and Legiones Astartes (Ultramarines) special rules from the same Detachment selected by the controlling player as the Invictarus Suzerain Squad's Leader for the purposes of this special rule. An Invictarus Suzerain Squad selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. An Invictarus Suzerain Squad selected as a Retinue Squad must be deploy with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play.
Hunters Of Beasts
This model may re-roll failed To Wound rolls of 1 when any enemy unit it is Engaged in combat with includes one or more models with a Toughness of 5, or any failed To Wound roll if the target's Toughness is 6 or higher.
Huscarl Retinue
An Imperial Fists Huscarl Squad may be selected as a Retinue Squad in a Detachment that includes at least one model with both the Master of the Legion and Legiones Astartes (Imperial Fists) special rules, instead of as an HQ choice. A unit selected as a ‘Retinue Squad’ must have one model with both the Master of the Legion and Legiones Astartes (Imperial Fists) special rules from the same Detachment selected by the controlling player as the Imperial Fists Huscarl Squad’s Leader for the purposes of this special rule. An Imperial Fists Huscarl Squad selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. An Imperial Fists Huscarl Squad selected as a Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play.
Hydra's Wail
A unit that suffers one or more Hits from a weapon with this special rule must reduce their Leadership characteristic by -1 until the end of their controlling player's next turn. A unit can only be affected by a single instance of the Hydra's Wail special rule at a time. ln addition, units affected by this special rule do not gain the benefits of any wargear that models in that unit have that includes 'augury' or 'vox' in its name until the start of the Active player's next turn. A weapon with this special rule may not be used to make Shooting Attacks as part of a Reaction and may not be used to make Snap Shots.
Hydran Exemplars
The controlling player of a unit composed entirely of models with this special rule must select any one variant of the Legiones Astartes (X) special rule other than Legiones Astartes (Alpha Legion) at the start of the battle before any models are deployed. All models in the unit with this special rule gain a bonus of +1 to all To Hit rolls made against models with the chosen variant of the Legiones Astartes (X) special rule.
Icons Of Resolve
This model gains +1 Leadership (to a maximum of 10) on any turn in which it, or a unit it is part of, is Charged by one or more enemy units.
Ignores Cover
Cover Saves and Damage Mitigation rolls granted by the Shrouded special rule cannot be taken against Wounds or Hull Point damage caused by weapons with the Ignores Cover special rule. This includes Cover Saves granted by Reactions and other special rules as well as Cover Saves conferred by terrain.
Impact-reactive Doors
When a model with this special rule is deployed, any doors on the model must be opened to their full extent. All models Embarked within a model with this special rule must then Disembark immediately and no models can thereafter Embark within that model for the remainder of the battle. Any model that has Disembarked from a model with this special rule may not have a Charge declared for it in the same turn. The physical doors attached to a model with this special rule are not treated as part of the model once opened and cannot be targeted by Shooting Attacks and do not impede Movement in any way.
Independent Character
Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can join other Independent Characters though to form a powerful multi-character unit. Joining and Leaving a Unit An Independent Character can begin the game already with a unit, either by being deployed in unit coherency with it or, if the unit is in Reserve, by you informing your opponent which unit it has joined. In order to join a unit, an Independent Character simply has to move so that they are within unit coherency distance of a friendly unit at the end of their Movement phase. If the Independent Character is within unit coherency of more than one unit at the end of its Movement phase, the player must declare which unit it is joining. If an Independent Character does not intend to, or cannot, join a unit, it must, where possible, remain outside of unit coherency with that unit at the end of the Movement phase. This is to make clear whether they have joined a unit or not. Note that after an Independent Character joins a unit, that unit can Move no further that Movement phase. An Independent Character can leave a unit during the Movement phase by moving out of unit coherency with it. They cannot join or leave during any other Phase – once shots are fired or Charges are declared. An Independent Character cannot leave a unit while either they or the unit are in Reserve, locked in combat, Falling Back or have been Pinned. They cannot join a unit that is in Reserve, locked in combat or Falling Back. If an Independent Character joins a unit, and all other models in that unit are killed, they again become a unit of one model at the start of the following Phase. While an Independent Character is part of a unit, they count as part of the unit for all rules purposes, though they still follow the rules for Characters. Special Rules When an Independent Character joins a unit, it might have different special rules from those of the unit. Unless specified in the rule itself (as in the Stubborn special rule), the unit’s special rules are not conferred upon the Independent Character, and the Independent Character’s special rules are not conferred upon the unit. Special rules that are conferred to the unit only apply for as long as the Independent Character is with them. Independent Characters and Infiltrate An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment, and vice versa. Independent Characters and Ongoing Effects Sometimes, a unit that an Independent Character has joined will be the target of a beneficial or harmful effect, such as those bestowed by the Blind special rule, for example. If the Independent Character leaves the unit, both the Independent Character and the unit continue to be affected by the effect, so you’ll need to mark the Independent Character accordingly. Conversely, if an Independent Character joins a unit after that unit has been the target of an ongoing effect (or joins a unit after they themselves have been the target of an ongoing effect), benefits and penalties from that effect are not shared.
Independent Fire Control
After a model with this special rule (or a unit composed entirely of models with this special rule) has resolved a Shooting Attack targeting an enemy unit, any weapoins that were not used to attack (either due to being out of line of sight or range of the enemy uni, or because the controlling player voluntarily opted not to attack with them) may make a number of Secondary Shooting Attacks using thise weapons that did not fire as part of its initial Shooting Attack. Each weapon not fired as part of the initial Shooting Attack may be fired once, either in a single Secondary Shooting Attack, each in a seperate Secondary Shooting Attack targeting a different enemy unit or any combination - however, each weapon may only be used to attack once and in no more than one Secondary Shooting Attack. All Secondary Shooting Attacks obey all the normal rules for range and line of sight and are with a modifier or -1 on all To Hit rolls.
Inertial Guidance System
When deployed as the first model placed during a Deep Strike Assault, or other deployment that requires a model with this special rule to scatter, the distance the model scatters is reduced by half and if it scatters into Impassable Terrain or off of the battlefield then it is moved the minimum distance required to avoid such obstacles. In addition, if all units included in a Deep Strike Assault have the Inertial Guidance System special rule or are models Embarked on a model with that special rule then any rolls made to determine if the Deep Strike Assault is Disordered may be re-rolled.
Inexorable
A unit that contains only models with this special rule ignores modifiers to Leadership when making a Morale check or Pinning test - except those caused by the Fear (X) special rule or the Corrupted and Anathema Sub-types. If a unit has both the Fearless and Inexorable special rules, it uses the rules for Fearless instead of Inexorable.
Infantry Transport
No model with any version of the Bulky (X) special rule may Embark on a model that has this special rule.
Infiltrate
You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first, then alternate deploying these units. Units that Infiltrate in this way can be set up anywhere on the battlefield that is more than 9" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a Building (see page 224), as long as the Building is more than 9" from any enemy unit. Alternatively, they can be set up anywhere on the battlefield more than 12" from any enemy unit, even in plain sight. If a unit with Infiltrate deploys inside a Dedicated Transport, the same rules apply when deploying their Transport. A unit that deploys using these rules cannot Charge in their first turn. Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves (see page 309). Infiltrate and Scout If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule. Independent Characters and Infiltrate An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment, and vice versa.
Instant Death
If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.
Invocation Of The Razing Tempest
A unit with at least one model with this special rule gains the Fleet (2) and Rage (1) special rules for the duration of the current Assault phase when attempting a Charge against an enemy unit that they outnumber at the point that the Charge is declared.
Iron Bulwark
If a unit includes at least three models with the Iron Bulwark special rule and is not locked in combat, all friendly models in that unit (including those without the Iron Bulwark special rule) gain the Battle-hardened (1) special rule for the duration of any Assault phase in which the unit is successfully Charged by one or more enemy units.
It Will Not Die (X)
At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds or Hull Points, but that has not been removed as a casualty or destroyed. On a roll equal to or greater than the number in brackets associated with the special rule, that model regains a Wound, or Hull Point, lost earlier in the game. For example, a model with It Will Not Die (5+) would regain a lost Wound on the roll of a 5 or more.
Justaerin Retinue
A Justaerin Terminator Squad may be selected as a Retinue Squad in a Detachment that includes at least one model with both the Master of the Legion and Legiones Astartes (Sons of Horus) special rules, instead of as an Elites choice. A unit selected as a 'Retinue Squad' must have one model with both the Master of the Legion and Legiones Astartes (Sons of Horus) special rules from the same Detachment selected by the controlling player as the Justaerin Terminator Squad's Leader for the purposes of this special rule. A Justaerin Terminator Squad selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. A Justaerin Terminator Squad selected as a Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play. If that Leader has the Deep Strike special rule then all models in the Justaerin Terminator Squad selected as a Retinue Squad gain the Deep Strike special rule as well. One Justaerin in a Justaerin Terminator Squad selected as a Retinue may exchange their Banestrike combi-weapon for a Legion standard for +15 points.
Keeper Of The Dead
A Detachment that includes a model with this special rule may take an additional Legion Contemptor Dreadnought Talon composed of a single model as part of the same Force Organisation choice as the model with this special rule. The model with this special rule must join the Dreadnought unit that has been selected at the beginning of the battle during deployment and may not voluntarily leave that unit during play -this is an exception to the Dreadnought Unit Type which would normally stop such models from joining a unit including a model with the Dreadnought Unit Type.
Kharash
No enemy player may ever score any Victory points for the destruction of a unit with this special rule regardless of the scenario played or any victory conditions in effect. In addition, a model with this special rule may not join any unit that is not composed entirely of models that also have the Kharash special rule, nor may a model that does not have the Kharash special rule join a unit that includes any models with that special rule.
Kingslayers
When any models with this special rule are used to make Melee Attacks against an enemy unit that includes any models with the Independent Character special rule or the Primarch Unit Type, all failed To Hit rolls of ‘1’ may be re-rolled. When a model with this special rule that is Engaged in a Challenge is used to make Melee Attacks against a model with the Independent Character special rule or the Primarch Unit Type, all failed To Hit rolls may be re-rolled.
Lance
Weapons with the Lance special rule count Vehicle Armour Values that are higher than 12 as 12.
Landing Zone Beacon
If the first model placed on the battlefield when performing a Deep Strike Assault is placed on the battlements of a Fortification with this special rule, that has been included as part of the controlling player’s army, the model does not scatter and can be placed as if a result of Hit had been rolled. Once this first unit has been deployed, roll a D6. On the roll of a ‘1’, the Deep Strike Assault is Disordered, and the opposing player may deploy each other unit in the Deep Strike Assault anywhere within 24" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a ‘2’ or higher, then the controlling player deploys each other unit anywhere within 6" of the first, though no model may be within 1" of an enemy model or within impassable terrain – if there is no space to deploy a unit within 6" of the first, then the opposing player deploys that unit as if it was part of a Disordered drop.
Legio Custodes
Models with this special rule gain the following benefits in various situations that involved ‘Nemesis’ units (seethe Nemesis unit entry below): • All models with the special rule gain +1 Attacks when locked in combat with a Nemesis Unit. • A unit composed entirely of models with this special rule gains an additional bonus of +1 to all Charge rolls made when all targets of the Charge are Nemesis Units • When rolling to Hit while Engaged with a Nemesis unit, a model with this special rule will never need to roll better than 4+ to score a Hit – unless the Nemesis unit is composed entirely of models with the Primarch Unit Type, or the attacking model is in a Challenge with a model that has the Primarch Unit Type. Nemesis Units A ‘Nemesis’ unit is defined as any enemy unit that fulfils at least one of the following conditions: • The unit includes one or more models with as least one of the following Unit Type or Unit Sub-types: -Primarch, Dreadnought, Monstrous, Reinforced, Bombard, Daemon, Corrupted, Super-heavy, Unique or Knight • The majority of the models in the unit have a value of 5 or more in any one of the following Characteristics: - Weapon Skill, Ballistic Skill, Wounds or Initiative. • The unit includes an enemy Warlord
Legion Artillerists
A Legion Rapier Battery must have one Legion Gunner per Rapier Carrier in order for all Rapier Carriers to make Shooting Attacks in the Shooting phase. If, at the start of any of the controlling player's Shooting phases, the Legion Rapier Battery contains fewer Legion Gunners than Rapier Carriers then only a number of Rapier Carriers equal to the number of Legion Gunners may make Shooting Attacks in that Shooting phase. In addition, as long as there are at least as many Legion Gunners in the unit as there are Rapier Carriers then the unit cannot be Pinned, automatically passing any Pinning tests it is called upon to take without any dice being rolled, and all Legion Gunners in the unit gain a bonus of +1 to their Leadership Characteristic (this bonus is lost immediately once the number of Legion Gunners is reduced to less than the number of Rapier Carriers in the unit).
Legiones Astartes (X)
Any unit with this special rule will have a number of additional special rules and abilities specific to their ‘named’ Legion, all of which will be defined in other Horus Heresy – Age of Darkness publications. A Space Marine unit may only have one such ‘named’ rule, e.g., Legiones Astartes (Sons of Horus). Space Marine units from a different Legion may only be included in an army using an Allied Detachment (see page 281) and in conjunction with the Allies in the Age of Darkness chart found on page 282.
Legiones Consularis
Any Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion may select a single Consul upgrade; no model may take more than one such upgrade (note that some upgrades are not available to Legion Cataphractii Centurions or Legion Tartaros Centurions, or Legion Centurions that have selected certain upgrades).
Legiones Cybernetica
An army that includes a model with this special rule may take a single Castellax Battle-automata Maniple or a single Vorax Battle-automata Maniple as part of the same Force Organisation choice as the model with this special rule. Any models in a Castellax Battle-automata Maniple or Vorax Battle-automata Maniple included in an army due to this special rule gain the same Legiones Astartes (X) special as the Legion Praevian they share a Force Organisation choice with, but may not select any Legion specific Wargear or other options.
Legiones Thallaxes
An army that includes one or more model with this special rule may take up to three Thallax Cohorts as non-Compulsory Elites choices in the same Detachment as the model with this special rule - these units may not select a Dedicated Transport of any kind. Any models ina Thallax Cohort which are included in an army due to this special rule gain the same Legiones Astartes (X) special rule as the Legion Forge Lord it shares a Detachment with, but may not select any Legion specific Wargear or other options.
Life Warded
No Wounds may be allocated to a Numerologist, regardless of the attacking model's rules or effects, as long as there is another model without the Life Warded special rule in the unit. If the Numerologist is Engaged in a Challenge then thia rule does not apply. However, if the Numerologist's controlling player chooses to refuse a Challenge for a unit that includes a model with the Life Warded special rule then !he opposing player loses the option to stop one model from participating in the combat. Additionally, a unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this inf ludes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit with this special rule unless they also have this special rule).
Lightning Blows (X)
After normal To Hit rolls for a weapon with this special rule have been made, count the number of Hit inflicted on a roll of equal to or more than the value listed in the brackets as part of this rule. Immediately resolve a number of additional To Hit rolls on the same unit using the attacking models’ WS equal to the number of Hits counted earlier – any Hits scored roll To Wound as normal using the profile of the weapon with this special rule or a weapon chosen from those available to the model with this special rule if the rule is not applied to a specific weapon. These additional attacks do not themselves benefit from the Lightning Blows (X) special rule, but do benefit from any other special rules possessed by the attacking models such as Preferred Enemy (x) or Precision Strike (X).
Limited Ammunition
After all Shooting Attacks for a weapon with this special rule have been fully resolved, roll a D6, adding +1 if the weapon has fired before in the same battle, if the of this roll is 6 or more then the weapon may no longer be used to make Shooting Attacks in this battle. If the total weapon is unable to make further Shooting Attacks it may not be targeted by a Weapon Destroyed result on the Vehicle Damage table, and for the purposes of such a result is treated as though it had already been destroyed.
Lingering Death
When a Blast weapon with this rule is used, after the attack is resolved leave the Blast marker in play for the rest of the game and mark it with a counter of some kind. This area is now treated as Dangerous Terrain for all models with a Toughness value.
Living Icons
A model with this special rule, and all models in any friendly unit with the Legiones Astartes (Emperor's Children) special rule and at least one model within 6" of a model with this special rule, gains +1 to the score used to calculate the winner of a combat during the Assault phase. The effects of this special rule do not stack, and any given unit can only be affected by a single instance of this special rule - however, the effects of this special rule do stack with the effects of Fulgrim's Sire of the Emperor's Children special rule.
Lock-step
If a unit includes at least three models with the Lock-step special rule and is not locked in combat, all friendly models in that unit (including those without the Lock-step special rule) gain a bonus of +1 Weapon Skill for the duration of any Assault phase in which the unit is successfully Charged by one or more enemy units.
Lords Of The Night
A single Contekar Terminator Squad numbering no more than 10 models may be taken as a Compulsory HQ choice in an army in which neither Sevatar nor Konrad Curze are present. In addition, a Contekar Terminator Squad may be selected as a Retinue Squad in a Detachment that includes Sevatar, instead of as an Elites choice. A unit selected as a 'Retinue Squad' counts Sevatar as the Contekar Terminator Squad's Leader for the purposes of this special rule. A Contekar Terminator Squad selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as Sevatar. A Contekar Terminator Squad selected as a Retinue Squad must be deployed with Sevatar deployed as part of the unit and Sevatar may not voluntarily leave the Retinue Squad during play.
Lords Of Ultramar
Any friendly unit made up entirely of models with the Infantry or Cavalry Unit Type which is not Pinned or Falling Back and does not include any models with this special rule gains a +1 modifier to their Leadership Characteristic (to a maximum of 9) while it has at least one model within 6" of a friendly unit that includes one or more models with this special rule.
Lordsbane
Models with this special rule may issue and accept Challenges as if they had the Character Sub-type in combat, and in addition, when fighting in a Challenge, if the enemy challenger is removed as a casualty then they may add an additional +1 to the number of successful Wounds caused for the purposes of resolving which side has won a combat.
Loyalist
A model with this special ule may only be included in an army that has the Loyalist Allegiance.
Macro-extinction Targeting Protocols
When making Shooting Attacks against targets with the Super-heavy Vehicle, Knight or Titan Unit Types or the Monstrous Sub-type, a model with this special rule counts all of its ranged weapons as twin-linked.
Malfunction
If a weapon with this special rule is used to make a Shooting Attack part of any Reaction it gains the Gets Hot special rule for that Shooting Attack.
Mantle Of Ash
Models with this Special rule gain an lnvulnerable Save of 5+ against all Flame, Plasma, Melta and Volkite weapons.
Marked For Death
At the start of the battle, once both armies have set up all their models, including any units with the Infiltrator special rule, a single enemy unit may be chosen by a player that controls any models with this special rule - this unit is considered 'marked for death': When any models with this special rule controlled by that player are used to make an attack of any kind against the enemy unit their controlling player has 'marked for death', all failed Wound rolls of '1' may be re-rolled.
Master Of Automata
A model with this special rule may join a unit that includes one or more models with the Automata Unit Type. While part of a unit that includes one or more models with the Automata Unit Type, a model with this special rule may not make Reactions and gains the Fearless special rule. If the Automata models in the unit are subject to the Programmed Behaviour provision then those rules are not used as long as a model with this special rule is part of the unit
Master Of The Legion
The Master of the Legion special rule grants the following benefits: • Rites of War: If a Detachment with the Legiones Astartes Faction includes at least one model with the Master of the Legion special rule then that Detachment may select a single Rite of War. Rites of War are presented in the Appendix: Legiones Astartes Rites of War section, found on page 96. • The Few and the Proud: An army may only include a maximum of one model with this special rule per 1,000 points. This counts across all Detachments of an army. Thus, an army that totals at least 1,000 points may include only a single model with the Master of the Legion special rule, and an army that totals at least 2,000 points may include up to two models with the Master of the Legion special rule, etc. • Retinue: A model with this special rule may also include a Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad as part of the same Force Organisation slot as the model with the Master of the Legion special rule.
Master Sniper
When making Shooting Attacks with any weapon that has the Sniper special rule, a model with this special rule adds the Rending (2+) and Shell Shock (1) special rules to the attack. lf the weapon used already has the Rending (X) and Shell Shock (X) special rules, they do not stack with those provided by this special rule: use the highest of the two variants for the attack.
Master-crafted
Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.
Measured Strike
A model attacking with a weapon or profile with this special rule may only make a single attack, regardless of the value of its Attack Characteristic, any other special rules or whether it has Charged or is wielding more than one weapon.
Medicae Support
An Auxilia Medicae Detachment is selected as any other unit, using up a single Force Organisation slot and bough in the same manner. However, before the first turn begin and any models are deployed to the battlefield, all model in an Auxilia Medicae Detachment must be assigned to another unit from the same Detachment of the army they were selected as part of. Auxilia Medicae may only be assigned to units composed entirely of models with the Infantry Unit Type. No Auxilia Medicae may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes an Auxilia Medicae as normal during either deployment or any following turn, no more than one Auxilia Medicae may be assigned to any given unit. Once assigned to a unit, the Auxilia Medicae is considered part of that unit and may not leave it under any circumstances - if that unit is removed as a casualty, then the Auxilia Medicae is removed as well. In battles using Victory points, no Victory points are ever scored for removing a Auxilia Medicae as a casualty. When assigned to a unit, a Auxilia Medicae gains all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the unit to which it is assigned.
Militaris Attaché
A model with this special rule may be included in an army with any faction as a non-Compulsory HQ choice and may never be selected as the Warlord.
Moirax Talons
When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves) all models in the unit must be placed within unit coherency, but afterwards operate independently and are not treated as a single unit.
Molecular Dissonance
Any To Hit roll of a 6 made by a weapon with this special rule Wounds automatically. This special rule has no effect on models with the Primarch or Vehicle Unit Types.
Monster Hunter
A unit that contains at least one model with this special rule re-rolls all failed To Wound rolls against Dreadnoughts, Automata and Primarch models as well as any unit with the Monstrous sub-type.
Move Through Cover
A unit that contains only models with this special rule suffers no penalty for moving or charging through Difficult Terrain.
Moving Bulwark
When a model with this special rule is in base contact with another friendly model that also has the Moving Bulwark special rule, both models increase their Invulnerable Saves by one step (i.e., from 5+ to 4+) to a maximum of a 4+ Invulnerable Save.
Multi-part Fortification
All component parts of a Fortress of Redemption (listed under Composition) must be deployed using the rules for Multi-part Fortifications.
Murderous Strike (X)
Attacks with this special rule cause Instant Death on a To Wound roll equal to the number in brackets associated with the specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the attack inflicts.
Nemesis Units
A ‘Nemesis’ unit is defined as any enemy unit that fulfils at least one of the following conditions: • The unit includes one or more models with as least one of the following Unit Type or Unit Sub-types: -Primarch, Dreadnought, Monstrous, Reinforced, Bombard, Daemon, Corrupted, Super-heavy, Unique or Knight • The majority of the models in the unit have a value of 5 or more in any one of the following Characteristics: - Weapon Skill, Ballistic Skill, Wounds or Initiative. • The unit includes an enemy Warlord
Neutron-flux
A weapon with this special rule gains the Instant Death special rule when targeting models with the Automata Unit Type.
Never Back Down
If possible, a unit that includes a model with this special rule must issue a Challenge when Engaged in combat, and if an enemy player issues a Challenge to a unit including one or more models with this special rule then a model with this special rule must accept. In addition, during any Assault phase where this model begins the Fight sub-phase Engaged in a Challenge, or enters into a Challenge with an enemy model, this model and all friendly models in the same combat gain the Fearless special rule until the end of that Assault phase
Night Vision
A unit that contains at least one model with this special rule ignores the effects of Night Fighting (see page 308) and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.
Noospheric Interloper
Instead of making a Shooting Attack, a model with this special rule may make a Leadership test. If this test is passed, the controlling player may nominate a single enemy model within 12" that has the Automata type - this model immediately suffers D3 Wounds with no Armour Saves or Damage Mitigation rolls allowed. If this reduces the model to 0 Wounds and it is remvoed as a casualty, the controlling player may nominate another model with the Automata Unit Type within 18" of the model with this special rule. This model also suffers D3 Wounds with no Armour Saves or Damage Mitigation rolls allowed. Regardless of the result of this dice roll, no further Wounds mya be allocated by this attack in any onee Shooting phase. If the leadership test is failed, the Vanus Inforcyte immediately suffers a single Wound with no Armour Saves or Damage mitigation rolls allowed, and there are no further effects.
Numerologist Order
A model with this special rule gains the Psy-synchronicity Psychic Power and may not select a Minor Arcana from those presented by the Prosperine Arcana special rule.
One Use/one Shot
A weapon or ability with this special rule can only be used once during the course of a battle. Once a weapon with the One Use or One Shot special rule has been used to attack, it is no longer counted as a weapon and may not be destroyed (for example, by rolls on the Vehicle Damage table) or repaired by any other rule or effect.
Open Crew Compartment
Any Hits scored against a Vehicle with this special rule in close combat (including as part of a Death or Glory Advanced Reaction) are resolved against the Vehicle’s Armour Facing with the lowest value
Orbital Assault Vehicle
A model with this special rule must be deployed onto the battlefield as part of a Deep Strike Assault, or other deployment that requires the Deep Strike special rule. It may never be deployed as normal, regardless of any other rule or mission, and if forced to do so it is immediately reduced to 0 Hull Points and replaced with a Wreck (any models Embarked within must make an Emergency Disembarkation). Furthermore, a model with this special rule may never move- and if forced to do so is immediately reduced to 0 Hull Points and replaced with a Wreck (any models Embarked within must make an Emergency Disembarkation)
Orbital Defences
Once per battle, during their turn, the controlling player may declare that they will activate their Orbital Defences. Until the end of the opposing player’s next turn, any Reserve rolls that the opposing player makes suffer a penalty of -1 and all rolls made by the opposing player to determine if any Deep Strike Assaults, Outflanking Assault or Subterranean Assaults are Disordered fail on the roll of 1-3 rather than just the result of a ‘1’ (neither of these effects stack with other special rules that modify Reserves rolls or Disordered rolls, and the controlling player must choose one effect to apply). In addition, if the opposing player of a player whose army includes one or more models with the Orbital Defences special rule declares a Drop Pod Assault, then the controlling player of the models with the Orbital Defences special rule may roll a dice when the Drop Pod Assault is resolved. The controlling player of the models with the Orbital Defences special rule may select a number of enemy models with the Orbital Assault Vehicle special rule equal to the result of the dice roll, each of the models selected suffers a single Str 8 AP 2 Hi tafter it is deployed onto the battlefield.
Order Of The Broken Claw
Models in a unit representing this Order require one lower result To Wound than they would normally, to a minimum of 2+, when attacking models with the Dreadnought Unit Type, the Corrupted Unit Type, the Monstrous Unit Sub-type and/or the Shackled Artificia Unit Type as part of a close combat attack.
Orders Of The Hekatonystika
Each Order of the Hekatonystika specialised in the employment of one skill of war, one unique talent. They stood ready to deploy those skills whenever the Legion had need of a vanguard for the most dangerous misions and impossible assaults.
Ordinatus Transport Bay
A model with this special rule may carry models with jet packs and jump packs, as well as models of the Dreadnought, Cavalry and Automata Unit Types. Each Dreadnought model uses 10 points of Transport Capacity, while each Automata and Cavalry model uses up a number of Transport Capacity points equal to twice its starting Wounds Characteristic.
Outflank
A unit made up entirely of models with this special rule may perform a Flanking Assault as described on page 311. Certain Faction or unit special rules may present other options for the deployment of units with the Outflank special unit.
Overtaxed Reactor
When destroyed, a model with this special rule resolves Catastrophic Damage at AP 3
Pack Retinue
A Fenrisian Wolf Pack may only be chosen as a Retinue for a model with both the Legiones Astartes (Space Wolves) and Master of the Legion special rules. This model is referred to as the Fenrisian Wolf Pack’s Leader for the purposes of this special rule. The Fenrisian Wolf Pack does not use up a Force Organisation slot and is considered part of the same unit as the model taken as its Leader. The Fenrisian Wolf Pack must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Fenrisian Wolf Pack during play. A Fenrisian Wolf Pack may not be selected as part of an army without a Leader.
Paragon Of Metal
Only one model in an army may be upgraded to have the Paragon of Metal special rule. Models upgraded with the Paragon of Metal special rule must have the Automata (Cybernetica) Unit Type before the upgrade is applied. This rule confers the Paragon Sub-type, which replaces the Cybernetica Unit Sub-type, and confers the It Will Not Die (4+), Precision Strikes (4+), Precision Shots (4+) and Rampage (2) special rules. A model upgraded with the Paragon of Metal special rule also increases both their starting Wounds Characteristic and their Weapon Skill Characteristic by +1. In addition, a model with the Paragon of Metal special rule may not be targeted or affected by any Cybertheurgic Power or any Weapon with the Data-djinn special rule, either friendly or enemy.
Pathfinder
A unit with at least one model with this special rule automatically passes Dangerous Terrain tests.
Patris Cybernetica
An Independent Character with this special rule may join a unit composed of models with the Automata Unit Type or Monstrous Unit Sub-type. However they cannot join a unit which contains models of any other Unit Type if the model with this rule also has the Automata or Dreadnought Unit Type, or the Monstrous Unit Sub-type.
Phase Shift
On a To Wouind roll of 6+, the target model automatically suffers a Wound with no Armour Saves, Invulnerable Saves or Damage Mitigation rolls allowed. This rule has no effect on models that do not have a Toughness Characteristic
Phoenix Retinue
As the exemplars of Fulgrim's methods, the Phoenix Terminators were often assigned as honour guards to those commanders that had briefly gained Fulgrim's fickle favour. Serving as both a potent reserve force and a boost to the morale of any Emperor's Children force, only the most jaded of veterans would refuse such an honour. A Phoenix Terminator Squad may be selected as a Retinue Squad in a Detachment that includes at least one model with both the Master of the Legion and Legiones Astartes (Emperor's Children) special rules, instead of as an Elites choice. A unit selected as a 'Retinue Squad' must have one model with both the Master of the Legion and Legiones Astartes (Emperor's Children) special rules from the same Detachment selected by the controlling player as the Phoenix Terminator Squad's Leader for the purposes of this special rule. A Phoenix Terminator Squad selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. A Phoenix Terminator Squad selected as a Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play. One Phoenix Terminator in a Phoenix Terminator Squad selected as a Retinue may exchange their Phoenix power spear for a Legion standard and Phoenix rapier for +15 points.
Pinning
If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them. A unit that is affected by any of the following conditions does not take Pinning tests, and if called upon to do so is considered to automatically pass them: • The unit is locked in combat. • The unit is already Pinned (the unit remains Pinned, but takes no further Tests). • The unit is composed entirely of Vehicle models. • The unit is Embarked on a Transport Vehicle. • The target unit is affected by the Fearless special rule. A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty for assaulting a unit in Difficult Terrain (see page 222), even if the unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
Plasma Burn
If the target of a weapon with this special rule is a model with the Vehicle Unit Type and that model loses one or more Hull Points as the result of an attack from this weapon, roll a D6. On a 4+, the target model loses an additional D3 Hull Points with no Cover Saves, Invulnerable Saves or Damage Mitigation rolls allowed.
Poisoned (X)
If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat. Similarly, if a model makes a Shooting Attack with a weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+). Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect against Vehicles.
Power Of The Machine Spirit
A Vehicle with this special rule may attack different targets with each Ranged weapon it is permitted to fire during any Shooting Attack.
Precision Fire
Enemy models may not make Cover saves or Damage Mitigation rolls against a wound caused by a Shooting Attack made by a model with this special rule, unless that Shooting Attack was made as a Snap Shot, in which case Cover Saves and Damage Mitigation rolls are made as normal.
Precision Shots (X)
If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a Shooting Attack, that shot is a ‘Precision Shot’. For example, if a model with the Precision Shots (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Shot. Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as the target model is in range and line of sight of the attacking model, rather than following the normal rules for Wound allocation. Note that Snap Shots and shots from weapons that scatter, or do not roll To Hit, can never be Precision Shots.
Precision Strikes (X)
If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a melee attack, that hit is a ‘Precision Strike’. For example, if a model with the Precision Strikes (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Strike. Wounds from Precision Strikes are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as that model is engaged in combat with the attacking model’s unit, rather than following the normal rules for Wound allocation.
Preferred Enemy (X)
This rule is presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to Shooting Attacks and close combat attacks. If a model with this rule makes an attack against a mixed unit which has one or more models to which their Preferred Enemy rule pertains, but is not entirely composed of such models, it may still benefit from the effects of Preferred Enemy for all attacks made against that unit. For example, a model with Preferred Enemy (Independent Characters) may re-roll failed To Hit and To Wound rolls of 1 against all of the models in a unit which has been joined by an Independent Character.
Pride Of Place
A model with this special rule may not embark upon any model with the Transport Unit Sub-type, regardless of its Unit Type or any special rules the model with the Transport Sub-type may have.
Prisoned
A weapon with this special rule may only target models with the Infantry Unit Type, and a model attacking with a weapon with this special rule makes only a single attack (regardless of any other factors).
Psy-shock
A unit that includes at least one model with the Psyker Unit Sub-type or Daemon Unit Type, and which suffers one or more unsaved Wounds from a weapon with this special rule also suffers Perils of the Warp (see page 207 of the Horus Heresy: Age of Darkness rulebook). Any given unit may only suffer Perils of the Warp once per Phase due to the effects of this rule, regardless of how many enemy attacks that unit or how many weapons with this special rule are present in the attacking unit.
Psychic Focus
Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed, then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed, then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
Pyromantic Desolation
In addition to attacking normally in the Assault phase, when a model equipped with this weapon attacks place a Blast (3") marker centred on the attacking model. All other models wholly or partially under the marker, friendly or enemy, suffer an automatic Hit with the profile shown. Wounds caused by this special rule do not count for the purpose of resolving the winner of an Assault.
Rad-phage
A model which loses one or more Wounds to an attack with this special rule and survives has its Toughness value reduced by -1 for the rest of the battle. This effect is not cumulative with other attacks using the Rad-phage special rule, but can be stacked with other special rules that also reduce the Toughness Characteristic of the target. Note that this special rule can never reduce a model to a Toughness value of less than 1.
Rage (X)
In a turn in which a model with this special rule Charges into combat, it gains a number of Attacks equal to the value of X for Charging, rather than +1. A model that has made a Disordered Charge that turn receives no benefit from Rage (see page 182).
Rally The Legion
Once per battle, at the start of any of the controlling player's turns, this rule may be activated. Once activated, take a Leadership test for this model, if passed then all friendly units that are Pinned or Falling Back and have at least one model that can draw line of sight to the model with this special rule immediately rally, and are no longer Pinned or Falling Back and may act normally this turn
Ram (X)
When a model with a weapon with this special rule performs a Ram Attack, it makes a number of additional attacks equal to the value of X. These attacks automatically hit the target of the Ram Attack and are resolved using the profile of the weapon with this special rule equal to the value of (X).
Rampage (X)
At the start of any Fight sub-phase, models with the Rampage special rule gain a number of Attacks equal to the value listed in brackets if outnumbered by enemy models (including the effects of the Bulky special rule) – count all models locked in the combat, not just those models that are engaged. Roll once to determine the number of bonus Attacks all Rampaging models involved in that combat receive that Phase. For example, a model with the Rampage (D3) special rule that is outnumbered by the enemy in close combat receives D3 additional Attacks in that Fight sub-phase. A model that has made a Disordered Charge that turn receives no benefit from Rampage (see page 182).
Ravaging Assault
On a turn in which they have charged, a unit containing models with this special rule gains a bonus of +1 to the amount of Wounds inflicted when determining who has won a combat. Additionally, they gain a bonus of +1 to the result of any Sweeping Advance roll they make in a combat that they are on the winning side of. These bonuses do not stack with any other rules that increase the amount of Wounds inflicted when calculating who has won a combat and the result of a Sweeping Advance roll
Ravening Madmen
Any model making a To Wound roll in the Assault phase against a unit composed entirely of models with this special rule reduces its Strength by -1 when determining the score required To Wound (this does not affect the attacking unit's Strength for the purposes of inflicting Instant Death),. Additionally, any To Hit rolls made in the Assault phase targeting a unit that includes one or more models with this special rule, always count the majority Weapon Skill of the target unit as 3, regardless of the actual Weapon Skill of the models in that unit. A unit that includes models with this special rule may only be joined by models with this special rule, or the Primarch Angron, and models with this special rule may not join a unit that includes any models without this special rule.
Reach (X)
A model making attacks as part of an Assault using a with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model's Initiative Characteristic - models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together. For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
Reactor Blast
When the controlling player resolves an Explodes result on the Vehicle Damage table for a model with this special rule, the Strength of any Hits inflicted is increased to 10.
Reactor Meltdown (X)
When a model with this special rule is destroyed, the damage caused by its Catastrophic Damage is altered depending on the value of (X) in the version of this special rule as follows: Magna When destroyed, a model with this special rule resolves Hits caused by Catastrophic Damage as Destroyer attacks. Major When destroyed, a model with this special rule resolves Hits caused by Catastrophic Damage as Destroyer attacks at AP2. Maxima When destroyed, a model with this special rule resolves Hits caused by Catastrophic Damage as Destroyer attacks at AP2, and doubles the range of the Catastrophic Damage effect.
Reactor Overload
A weapon with this special rule may double the number of shots it makes, but if it does so the firing model suffers D3 Wounds or Hull Points of damage with no Saves or Damage Mitigation rolls of any kind allowed.
Reapers Of Hosts
This model gains +1 Attack in any Fight sub-phase which they begin in base contact with more than one enemy model.
Reaping Blow (X)
If a model is in base contact with more than one enemy model in the Initiative step in which they fight, they gain a number of Attacks equal to the value of X noted in the variant of the special rule (if no value of X is included then count the value of X as 1).
Reign Of Confusion
When rolling to Seize the Initiative against a force that includes and model with this special rule, a sucessful result must be re-rolled.
Reinforced Structure
A model with this special rule has an Invulnerable Save of 5+ against Shooting Attacks.
Relentless
Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
Rending (X)
If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value. Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2. In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value. For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Repair
In any of the controlling player's Shooting phases, instead of making any Shooting Attacks with a model with this special rule, the controlling player may instead roll a D6. On the roll of a '4' or more, a damage result of Immobilised that has been inflicted on this model may be removed but no Hull Points are returned.
Retinue
A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may only be selected as part of a Detachment that includes at least one model with the Master of the Legion special rule. A unit selected in this manner is considered a 'Retinue Squad' and the model with the Master of the Legion special rule is referred to as the Retinue Squad's Leader for the purposes of this special rule (if the Detachment includes more than one model with the Master of the Legion special rule then the controlling player selects one as the unit's Leader). The Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. The Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play. A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may not be selected as part of an army without a Leader.
Rocket Barrage
If a model that has a weapon with this special rule does not move in the Movement phase of a given turn, that weapon may be given the Rending (4+) and Pinning special rules until the start of the controlling player's next turn.
Sacred Trust
Any models with the lnfantry or Cavalry Unit Type in the same unit as a model with this special rule may re-roll any failed It Will Not Die rolls made. This effect immediately ends if the model with the Sacred Trust special rule is removed as a casualty or otherwise leaves the unit.
Sanctic
A weapon with this special rule always Wounds Daemons on a 2+ and any successful Invulnerable Saves made by Daemon models against any Wounds it inflicts must be re-rolled
Scorched Earth
When a model with this special rule inflicts hits. due to the Hammer of Wrath (X) special rule, it inflicts an additional Hit (so, a model with Hammer of Wrath (1) would inflict 2 Hits), and all Hits inflicted due to the Hammer of Wrath (X) special rule gain a bonus of +1 to their Strength (this is cumulative with any other modifiers that may be applied to such Hits) and are counted as Flame attacks for those rules that modify such attacks.
Scouring Temptest
Once per battle, during the Shooting phase of one of their turns as the Active player, the controlling player of a unit made up entirely of models with this special rule may choose to activate Scouring Tempest before the unit is selected to make a Shooting Attack. Until the end of the Phase, all Flame weapons in the unit gain the Pinning and Torrent (3") special rules.
Scout
After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment. If both sides have Scouts, roll off; the winner decides who redeploys first. Then alternate redeploying Scout units one at a time. If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a Disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is Embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves (see page 309). Infiltrate and Scout If a unit has both the Infiltrate and Scout special rules, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.
Seismic Shock
Units which suffer one or more Wounds or Hull Points lost from an attack from a weapon with this special rule halve their Movement Characteristic and may not Run or make Reactions until the end of the attacker’s next Shooting phase.
Sentry Protocols
A unit that includes any models with this special rule must make a Shooting Attack targeting the enemy unit which has the closest model in line of sight to any model in the attacking unit in the controlling player’s Shooting phase.
Set The Sky Aflame
When a unit composed entirely of models with this special rule is deployed as part of a Deep Strike Assault, any enemy units within 6" of the units final position suffer a -1 modifier to their Leadership Characteristic when taking any Pinning tests caused by the Deep Strike Assault.
Shadow And Fury
Models with Unit Type and Wargear of the Legiones Astartes (Raven Guard) special rule gain one of the following special rules based on the Wargear of the model. Models that do not fulfil one of the listed criteria gain no additional benefit: Models with the Legiones Astartes (Raven Guard) special rule that have the Infantry Unit Type, but do not also have the Heavy Unit Sub-type or a Legion Warhawk jump pack, Corvid pattern jump pack or Legion Tartaros Terminator armour, gain the Talons special rule. Models with the Legiones Astartes (Raven Guard) special rule that have the Dreadnought Unit Type; any models with the Legiones Astartes (Raven Guard) special rule and both the Infantry Unit Type and the Heavy Unit Sub-type; or any models with the Legiones Astartes (Raven Guard) special rule that have a Legion Warhawk jump pack, Corvid pattern jump pack or Legion Tartaros Terminator armour gain the Falcons special rule. Models with the Legiones Astartes (Raven Guard) special rule and the Cavalry Unit Type or both the Vehicle Unit Type and Flyer or Fast Unit Sub-types, gain the Hawks special rule. • Talons - If a unit composed entirely of models with the Talons special rule is targeted by a Shooting Attack, all models in the unit gain the Shrouded (6+) Special rule if the attacking unit is more than 8" from any model in the target unit. In addition, all models with this special rule also gain the Infiltrate special rule. • Falcons - Any models with this special rule may re-roll all failed To Wound rolls of 1 in any Assault phase in which they make a successful Charge - even if that Charge is considered Disordered. • Hawks - Any models with this special rule gain the Shrouded (6+) special rule on any turn in which they Run, Move Flat Out or move as a Zooming Flyer, with this benefit lasting until the start of the controlling player's next turn - or if that model would already gain the Shrouded (6+) special rule, it instead gains the Shrouded (5+) special rule (if a model already has the Shrouded (5+) or better then it gains no additional benefit).
Shadow Of Death
A unit that includes any models with this special rule may only be joined by a Legion Centurion with the Legiones Consularis: Stormseer upgrade or a Legion Centurion with the Legiones Consularis: Moritat upgrade. Note that Legion Techmarines and Legion Apothecaries may not be assigned to a unit with this special rule unless they also have this special rule.
Shell Shock (X)
Pinning tests taken due to an attack or weapon with this special rule are made with a penalty to Leadership Characteristic equal to the value listed as part of the special rule. For example, a unit that is forced to take a Pinning test by an attack made using a weapon with the Shell Shock (2) special rule, suffers a penalty of -2 to their Leadership Characteristic when resolving that Test.
Shield Wall
Models in this unit with boarding shields, which are in base contact with at least two other models with Boarding Shields, and are neither Falling Back or Pinned, may add +1 to their Invulnerable Saves (to a maximum of a 3+). Friendly models with the Independent Character special rule that have joined a unit of Phalanx Warders also benefit from this special rule so long as the unit includes at least three models with the Shield Wall special rule.
Shock Pulse
Any Vehicle (including Super-heavy Vehicles), Dreadnought or Automata model that suffers a Penetrating Hit or unsaved Wound from a weapon with this special rule may only fire Snap Shots on the following Game Turn.
Shred
If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat. Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
Shroud Of Dark Fire
Any Hit allocated to a model with this special rule from a Plasma, Flame, Melta or Volkite weapon has its Strength reduced by -1. In addition, a model with this special rule gains a 5+ Invulnerable Save and should it suffer an unsaved Wound with the Instant Death special rule is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. If a model with this special rule loses its last Wound or Hull Point, but before it is removed as a casualty, all models both friendly and enemy within D6+6" suffer an automatic Hit at Strength 8 and with an AP of -.
Shrouded (X)
When a model with this special rule suffers an unsaved Wound, Glancing Hit or Penetrating Hit, it can make a special Shrouded roll to ignore it (this is not a Saving Throw and so can be used against attacks that state that ‘no Saves of any kind are allowed’). Shrouded rolls may not be taken against Melee Attacks, against attacks with the Ignores Cover special rule or for models (excluding models with the Primarch Unit Type) with the Fearless special rule. Roll a D6 each time an unsaved Wound, Glancing Hit or Penetrating Hit is suffered by a model with this special rule. On a result that is equal to or greater than the value in brackets, that unsaved Wound, Glancing Hit or Penetrating Hit is ignored. On any other result, the Wound, Glancing Hit or Penetrating Hit is applied as normal. For example, a unit with the special rule Shrouded (6+) would need to score a 6 in order to ignore a Wound, Glancing Hit or Penetrating Hit inflicted upon it. If on any unit this rule is presented simply as Shrouded, without a value in brackets, then count it as Shrouded (6+) This is a Damage Mitigation roll – any model may make only a single Damage Mitigation roll of any type for any given Wound, Glancing Hit or Penetrating Hit (see page 174).’
Shrouded In Death
When an enemy unit successfully Charges a unit that includes one or more models with this special rule, the Charge is always considered to be Disordered.
Silent Sisterhood (X)
The notation in brackets that is included as part of the Silent Sisterhood (X) special rule defined which Chamber Militant the model belongs to. This Chamber Militant may grant the model some additional rules or effects and influenced how it may be selected when building an army that incorporates a Detachment with the Sisters of Silence Faction. When selecting a Detachment using the Sisters of Silence Army List, the number of Chambers Militant other than the Chamber of Vigilance is limited. For each HQ choice with a given Chamber Militant, the Detachment may include up to three other choices of the same Chamber Militant (except for unit with the Chamber of Vigilance variant of the Silent Sisterhood (X) special rule, of which an army may include any number, limited only by available Force Organisation slots). Note the Dedicated Transports and units selected using the Retinue special rule do not count against these limits regardless of their variants of the Silent Sisterhood (X) special rule.
Skill Unmatched
When a combat that involves one or models with this special rule is resolved, before the start of Initiative step 10 the controlling player of any models in that combat with this special rule may select one of the three following options and apply the effects of that option to all models with this special rule for the duration of that Assault phase. When a unit contains more than one model with this special rule, then all models in that unit must select the same option if one is chosen: • A Perfect Guard: If a model or models with the Skill Unmatched special rule selects this option, they must increase their Weapon Skill by +1 for the purpose of determining the score required for enemy models to make To Hit rolls only, but must reduce their Attacks Characteristic by -1. • A Perfect Strike: If a model or models with the Skill Unmatched special rule selects this option, they must increase their Weapon Skill by +1 for the purpose of determining the score required for that model's To Hit rolls targeting enemy models only, but must reduce their Attacks Characteristic by -1. • A Perfect Fury: If a model or models with the Skill Unmatched special rule selects this option, they must increase their Attacks by +1, but must reduce their Weapon Skill by -1.
Skyfire
A model which has this special rule, or that is firing a weapon with this special rule, fires using its normal Ballistic Skill when shooting at Flyers and Skimmers, but it can only fire Snap Shots against other targets.
Slayers Of Kings
This model may re-roll failed To Hit rolls of 1 when Engaged in combat with any model with a Weapon Skill of 5 or higher or in a Challenge with any model with a Weapon Skill of 5 or higher.
Slow And Purposeful
A unit that contains at least one model with this special rule cannot Run, perform Sweeping Advances or make Reactions. However, models with this special rule can make Shooting Attacks with Heavy and Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance or Rapid Fire weapons.
Sniper
If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, all Wounds inflicted by its attacks are ‘Precision Shots’. Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. Note that Snap Shots can never be Precision Shots and attacks with the Blast or Template rules may never benefit from the effects of the Sniper special rule.
Solar Auxilia Command Tank
A model with this special rule is selected as a seperate unit, but during deployment must be assigned to another unit and may not be deployed as a seperate unit. If multiple appropriate units are available, the controlling player chooses which unit a model with this special rule is assigned to. Once assigned to a unit, a model with this special rule counts as part of thay unit and may not leave the unit during play for any reason. A Leman Russ Command Tank must be assigned to a Leman Russ Strike Squadron or a Leman Russ Assault Squadron.
Sonic Wave
When making a Shooting Attack with this weapon, place the Large Blast (5") marker so that its edge touches the Front hull of the firing model. Instead of scattering this Blast marker, move the template in a direct line away from the firing model, travelling in any direction within the weapon’s 45° forward firing arc until its maximum range is reached or the template leaves the battlefield. All models the template passes over suffer a single automatic Hit. Flyers are also Hit if the template passes over their base. Should a model with the Knight, Titan, Super-heavy Vehicle, Building or Fortification Unit Type be Hit by this attack, increase the Strength of the attack to 10.
Specialist Weapon
A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.
Spite Of The Legion
If a Charge is declared for a unit that includes at least one model with this special rule, targeting an enemy unit that is Pinned, Falling Back or includes no models with the Character Sub-type or the Chosen Warriors special rule. then all models in the Charging unit gain a bonus of +1 Attacks for the duration of the Assault phase in which the Charge is declared.
Split Fire
When a unit that contains at least one model with this special rule makes a Shooting Attack, one model in the unit can shoot at a different target to the rest of their unit. Once this Shooting Attack has been resolved, resolve the Shooting Attacks made by the rest of the unit. These must be at a different target, which cannot be a unit forced to Disembark as a result of the Split Firing unit’s initial Shooting Attack.
Stormseer's Conclave
A Dark Sons of Death Squad may be selected as a Retinue Squad in a Detachment that includes a Legion Centurion with the Legiones Consularis: Stormseer upgrade and the Legiones Astartes (White Scars) special rules, instead of as an Elites choice. A unit selected as a ‘Retinue Squad’ must have one Legion Centurion with the Legiones Consularis: Stormseer upgrade and the Legiones Astartes (White Scars) special rules from the same Detachment selected by the controlling player as the Dark Sons of Death Squad’s Leader for the purposes of this special rule. A Dark Sons of Death Squad selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. A Dark Sons of Death Squad selected as a Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play.
Strafing Run (X)
When making a Shooting Attack at any unit without the Flyer sub-type, this Vehicle increases its Ballistic Skill by the value indicated as part of the special rule. For example, a Vehicle with the Strafing Run (2) special rule would increase the model’s Ballistic Skill by +2 when making Shooting Attacks targeting any unit without the Flyer sub-type.
Strategic Comms
Once per turn, when any friendly unit is called upon to take a Morale check or Pinning test, that Check may be made using the Leadership Characteristic of the model with this special rule or any other model in the same unit as the model with this special rule. In addition, as long as a model with this special rule is on the battlefield (but not in Reserves) then all Reserves rolls made by the controlling player may be re-rolled.
Stubborn
When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.
Sudden Strike (X)
In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Initiative Characteristic until the end of the Assault phase. The bonus added to the model's Initiative is equal to the value in brackets after the special rule; for example, a model with Sudden Strike (2) adds a bonus of +2 to its Initiative. A model that has made a Disordered Charge that turn receives no benefit from Sudden Strike (X).
Sunder
Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result must be kept.
Support Squad
A unit with this special rule may not be chosen as a compulsory choice for the army as part of the Force Organisation chart.
Surveillance Protocol
A model with this special rule and the Cybernetica Unit Sub-type may ignore the Programmed Behaviour provision described as part of that Sub-type during the Charge sub-phase.
Swarm
If a model with the Swarm special rule suffers an unsaved Wound from a Blast (any size) or Template weapon, unless that Wound has the Instant Death special rule, each unsaved Wound is multiplied to two unsaved Wounds.
Sworn Loyalty
If Sevatar is the army’s Warlord, Night Lords Atramentar Squads may be selected as non- Compulsory Troops choices and count as Legion Terminator Squads for the purposes of the Master of the Atramentar Warlord Trait.
Synaptic Disruptor
On a To Wouind roll of 6+, the target model automatically suffers a Wound with no Armour Saves, Invulnerable Saves or Damage Mitigation rolls allowed. This rule has no effect on models that do not have a Toughness Characteristic
Talons Of The Legion
A unit or model with this special rule may be placed into Combat Air Patrol at the start of the battle, before any models are deployed onto the battlefield. Models assigned to Combat Air Patrol are not deployed onto the battlefield and remain in Reserves - however, no Reserves rolls are made for these models. Instead, the controlling player gains access to the Combat Air Patrol Advanced Reaction.
Techmarine Covenant
A Techmarine Covenant is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, all models in a Techmarine Covenant must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Techmarines that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion Techmarine, and may not join units with Terminator armour of any kind. Legion Techmarines that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the same Legiones Astartes (X) special rule as the Legion Techmarine, and any Legion Techmarines that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Astartes (X) special rule as the Legion Techmarine. No Legion Techmarine may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes a Legion Techmarine as normal during either deployment or any following turn). No more than one Legion Techmarine may be assigned to any given unit. Once assigned to a unit, the Legion Techmarine is considered part of that unit and may not leave it under any circumstances - if that unit is removed as a casualty then the Legion Techmarine is removed as well. In battles using Victory points, no Victory points are ever scored for removing a Legion Techmarine as a casualty. When assigned to a unit, a Legion Techmarine gains all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the unit to which it is assigned.
Tempest
Instead of making a Melee Attack, a model with a weapon with this special rule may make a special attack at Initiative step 2. This automatically inflicts a single Hit against each model (friendly or enemy) in contact with the attacking model’s base, using the profile of the weapon with this special rule.
Template Weapons
Template weapons are indicated by having the word ‘Template’ for their range instead of a number. Instead of rolling To Hit, simply place the template so that its narrow end is touching the base of the firing model, or the end of the firing weapon’s barrel for Vehicle models without bases, and the rest of the template covers as many models in the target unit as possible, without touching any other friendly models (including other models from the firing model’s unit). Any models fully or partially under the template are hit. Against Vehicles, the template must be placed to cover as much of the Vehicle as possible without touching a friendly model. The position of the firer is used to determine which armour Facing is hit (see page 207). A Template weapon never hits the model firing it. Template weapons have the Ignores Cover and Wall of Death special rules. Wounds inflicted by Template weapons are allocated following the normal rules. Multiple Templates If a unit is firing more than one shot with the Template type, resolve each shot, one at a time, as described above, determining and recording how many Hits are scored by each template. Once the number of Hits from all templates has been determined, roll To Wound as normal. Wall of Death Template weapons can fire Snap Shots at any non-Flyer target. If a Template weapon fires as a Snap Shot, it automatically inflicts D3 Hits on the target unit, resolved at its normal Strength and AP value, as long as the target unit either has at least one model within 8" or if the target unit is resolving a Charge against the unit making the Shooting Attack. If the weapon is also a Hellstorm weapon then it instead inflicts D6 Hits. Hellstorm Weapons Hellstorm weapons have the word ‘Hellstorm’ instead of a range on their weapon profile. Hellstorm weapons use the Hellstorm template (see page 152), but otherwise obey the rules for other Template weapons.
Tercio
Models with this special rule may only be selected as part of a Tercio. When a Reaction is declared for a unit with this rule that allows it to make a Shooting Attack or Move, then all units from the same Tercio that are 'In Formation' with the Reacting unit may also Move or make a Shooting Attack as described in the Reaction being made (all units that Move or Shoot are counted as habing made a Reacion and thus cannon make further Reactions in the same Phase, and must target the same unit with any Shooting Attacks made). A unit is 'In Formation' when that unit is in unit coherency and has at least one model withing 3" of a model from a different unit in the same Tercio that is also in unit coherency.
Terrestrial Disregard
Instead of using the normal rules for Subterranean Assault, when a model with this special rule enters play via Subterranean Assault, place an Apocalyptic Blast marker (10") anywhere on the battlefield that is at least 1" from any enemy model, battlefield edge or piece of Impassable Terrain and then scatter that marker (see the Scatter rules on page 152 of the Horus Heresy: Age of Darknessrulebook). If the marker’s final position is within 1" of an enemy model, any battlefield edge or a piece of Impassable Terrain, then the controlling player’s opponent may move that model to any position within 18" that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. If there is no suitable position within 18", then the model may be repositioned by the controlling player’s opponent anywhere on the battlefield that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. Once the final position of the marker has been determined, the controlling player may place the model with this special rule on the battlefield so long as the centre of the marker is underneath part of the model’s hull, and the model remains more than 1" away from any enemy model. After the model has been placed, each Fortification within 6" of it immediately suffers D6 Str 10, AP 2 Hits, and nearby units suffer one S10, AP 2 Hit for each model within 6" of the model. Any unit that suffers one or more Hits from this effect must take an immediate Pinning test. The area under the Apocalyptic Blast marker (10") is treated as Difficult Terrain and Dangerous Terrain for the remainder of the battle.
Thanatar Maniple
When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves) all models in the unit must be placed within unit coherency, but afterwards operate independently and are not treated asa single unit.
The Blade Of Wisdom
When rolling To Hit for a model with this special rule as part of an attack with a weapon that has the Melee type on any turn in which they are part of a successful Charge against an enemy unit, add +1 to the result of the roll if the enemy unit targeted by the attack has already been the target of a another friendly unit composed entirely of models with the Legiones Astartes (Ultramarines) special rule in the preceding Shooting phase.
The Blood Is Forever
While locked in combat with a unit that outnumbers them, a Crimson Paladin unit gains the Feel No Pain (5+) special rule. If outnumbered by more than twice their own number then they instead gain the Feel No Pain (4+) special rule. Any model with the lndependent Character special rule that joins this squad does not gain this special rule and does not count for the purposes of determining when the unit is outnumbered. Each Crimson Paladin and Crimson Exemplar is counted as two models as they have the Bulky (2) special rule (and likewise, any enemy models with a variant of the Bulky (X) rule count as the number of models they would for the purposes of Transport Capacity). lf locked in combat with more than one enemy unit, add the size of all enemy units together to decide if the Crimson Paladins are outnumbered.
The Dreams Of The Death Wolf
If a Deathsworn model loses its last Wound dụring the Assault phase before having made any attacks, place that model to one side instead of removing it from play as a casualty. In Initiative Step 1, all models placed to the side in this fashion may make a single Attack before being removed as a casualty (models removed as casualties in this fashion are still counted for resolving which side has won a combat).
The Rite Of Pure Thought
A unit with this special rule may not make any Reactions or Sweeping Advance moves.
The Shadow Of Death
In missions which the controlling payer scores Victory points for destroying models or units with the Character Sub-type, Primarch Sub-type or Independent Character special rule, the ontrolling player scores and additional +1 Victory point if an attack made by a model with the Assassin Sub-type reduces an enemt model with the Character Sub-type, Primarch Sub-type or Independent Character special rule to 0 Wounds.
The Shield Of The Iron Tyrant
An Iron Circle Maniple composed of at least three models may be selected as a Retinue Squad in a Detachment that includes Perturabo, instead of as an Elites choice. An Iron Circle Maniple selected as a 'Retinue Squad' counts Perturabo as its Leader for the purposes of this special rule. An Iron Circle Maniple selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as Perturabo. An Iron Circle Maniple selected as a Retinue Squad must be deployed with Perturabo deployed as part of the unit and Perturabo may not voluntarily leave the Retinue Squad during play. Domitar-ferrum that are a part of an Iron Circle Maniple chosen as a Retinue Squad' for Perturabo gain the Feel No Pain (5+) special rule.
The Venem
If a model suffers one or more unsaved Wounds from this weapon, the controlling plater must roll a D6 at the beginning of every battle turn for the remainder of the battle. One a 5+, the model suffers a Wound against which no saves of any kind may be taken. Furthermore, any model which suffers one or more unsaved Wounds from a weapon with The Venem special rule is considered to be destroyed for the purpose of mission which award Victory points for killing models (regardless of whether they have been removed from play as a casualty), unless they possess the Eternal Warrior special rule.
Those Once Honoured
An Iron Warriors Dominator Cohort may be selected as a Retinue Squad in a Detachment that includes Perturabo, instead of as an Elites choice. A unit selected as a ‘Retinue Squad’ must have Perturabo as the Iron Warriors Dominator Cohort’s Leader for the purposes of this special rule. An Iron Warriors Dominator Cohort selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as Perturabo. An Iron Warriors Dominator Cohort selected as a Retinue Squad must be deployed with Perturabo as part of the unit and Perturabo may not voluntarily leave the Retinue Squad during play. All models in an Iron Warriors Dominator Cohort selected in this manner lose the Hatred (Automata) and instead gain the Feel No Pain (6+) special rule. In addition, if an army includes an Iron Warriors Dominator Cohort selected as a Retinue Squad for Perturabo, then the army may not include any ‘Iron Circle’ Domitar-ferrum class Battle-automata Maniples.
Tip Of The Spear
A model with this special rule, and any unit it joins, must either begin any battle deployed on the battlefield or may be held in Reserve only if assigned to a Deep Strike Assault. Additionally, a unit that includes one or more models with this special rule must always have a Charge declared for it during the controlling player’s Assault phase if there are any valid targets for that unit to target with a Charge. If there is more than one potential target for such a Charge, then the controlling player decides which unit will be the target
Torrent (X)
A weapon with this special rule is treated like any other Template weapon, but when firing it in the Shooting phase, place the template so that the narrow end is placed within a number of inches equal to the value in brackets listed as part of this special rule. The wide end must then be aligned so that it is no closer to the firing model than the narrow end. For example, a weapon with the Torrent (18) special rule must place the narrow end of the template at a point within 18" and the wide end no closer to the firing model than the narrow end.
Torsion Crusher
When a target with an Armour Value is struck by a weapon with this special rule, the amount of Hull Point damage caused by the weapon is doubled.
Towering Monstrosity
No melee attack made by models with the Knight Unit Sub-type or the Super-heavy Unit Sub-type may successfully hit a model with this special rule on better than a 5+. No melee attack made by models with the Automata, Cavalry, Dreadnoughts, and Infantry Unit Types may successfully hit a model with this special rule on better than a 6+. When making Shooting Attacks with Carapace Mounted weapons, a model with this special rule may not choose a unit as a target if all models in that unit are within 24" of the attacking model. Lastly, a model with this special rule makes a number of Stomp attacks equal to 6 plus the model’s unmodified Attacks Characteristic
Traitor
A model with this special rule may only be included in an army that has the Traitor Allegiance.
Transport Bay
A model with this special rule may carry models of the Dreadnought and Automata Unit Types, as well as models with the Cavalry Unit Type but not the Antigrav Sub-type. Each Dreadnought model uses 10 points of Transport Capacity, while each Automata and Cavalry model uses up a number of Transport Capacity points equal to twice its starting Wounds Characteristic.
Twin-linked
When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls. Twin-linked Blast Weapons If the Scatter dice does not roll a Hit, you can choose to re-roll the dice when making a Shooting Attack with a Twin-linked Blast weapon. If you choose to do so, you must re-roll both the 2D6 and the Scatter dice. Twin-linked Template Weapons Twin-linked Template weapons are fired just like a single weapon, but must re-roll failed To Wound rolls and Armour Penetration rolls.
Two-handed
A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons (see page 177).
Ungainly
A model may only attack with this weapon on a turn in which it makes a successful Charge, but does not gain a bonus attack for Charging or from any special rules that would normally grant additional Attacks.
Unnatural Conditioning
Models with this special rule are immune to the effects of the Rad-phage special rule and any other rules that negatively affect their Toughness Characteristic, such as rad grenades. Additionally, weapons with the Poisoned (X) special rule and/or Fleshbane special rule may never wound a model with Unnatural Conditioning on a roll of better than 5+.
Unwieldy
A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or Monstrous sub-type.
Vengeful Rage
At the end of any turn in which this model suffers one or more unsaved wounds, take a Leadership test. If the test is failed, the unit enters a Vengeful Rage and must abide by all of the following restrictions during every phase of each following turn for the remainder of the game. While in a Vengeful Rage, the Excindio may be targeted as though it was an enemy model by friendly units: • During the Movement phase, the model must move towards the nearest visible unit, friendly or enemy. • If no unit is visible, or more than one unit is equidistant to the unit then the controlling player may move the model toward an enemy unit of the controlling player's choice. • During the Shooting phase, the model must target the nearest unit, friendly or enemy, with all available weapons. If two units are both equally close then the controlling player may choose which will be targeted. • During the Assault phase, the model must declare a Charge targeting the nearest visible unit, friendly or enemy. If two units are both equally close then the controlling player may choose which will be targeted. If this unit succeeds in charging a friendly unit, it will proceed to attack them in the Fight sub-phase, treating them as enemy models for the duration of the combat.
Void Shield Projector
The controlling player of a model with a Void Shield Projector may make the Void Shield Envelope Advanced Reaction.
Void Shields (X)
A model with this special rule has a number of void shields, as listed on its profile. Shooting Attacks which Hit a model with this special rule instead target this model's void shields while at least one remains active. Void shields have an Armour Value of 12. A successful Glancing Hit, Penetrating Hit or any successful Hit from a Destroyer weapon which targets a void shield causes it to collapse, reducing the number 'X' by -1. When the number of void shields is reduced to 0, this special rule has no further effect and subsequent Shooting Attacks target the model instead. Void shields have no effect on close combat attacks, and may not be affected by close combat attacks.
Volatile Plasma Containment
If a model with this special rule loses its last Hull Point due to the Gets Hot special rule then it also suffers the effects of the Explodes result on the Vehicle Damage table. When a model with this special rule suffers an Explodes result (as shown on the Vehicle Damage table), the Strength of any Hits it causes is increased to 10.
Vortex
Once an attack with this special rule has been fully resolved, any Blast markers placed as part of that attack are not removed from play and instead are left in place for the remainder of the battle. Such a Blast marker is then referred to as the Vortex marker. The area under a Vortex marker is treated as Area Terrain for the remainder of the battle, and applies the following effects to all models that enter its boundaries: No line of sight may be drawn through, into, or out of the area covered by the Vortex marker (as such, models within such an area of terrain cannot draw line of sight to any other model, nor can other models draw a line of sight to them). Any models that enter the boundary of this area of terrain, or begin the Movement phase of the model’s Controlling player within its boundaries, immediately suffer one Str 10, AP 1 Hit and the Instant Death and Armourbane (Melee) special rules. If the model has the Vehicle Unit Type and suffers a Penetrating Hit due to this effect then it adds a modifier of +3 to that roll on the Vehicle Damage table instead of the +2 modifier it would normally add due to being AP1. This area of terrain does not confer a Cover Save and no model within its boundary may use a Cover Save granted by any other rule or effect.
Vox Silence
Any models with the Infantry or Cavalry Unit Types in a unit that suffers one or more Hits from a weapon with this special rule must reduce their Leadership by -2 until the start of their controlling player’s next turn. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Vox Silence special rule at a time. Nor is it cumulative with other special rules that negatively modify Leadership. Always use the highest single modifier among those applicable. In addition, units affected by this special rule do not gain the benefits of nuncio vox, command vox or other similar Wargear items until the start of their controlling player’s next turn. Units that include one or more models with the Stubborn special rule ignore this effect.
Warmaster's Eye
If a Dark Emissary is selected as a Compulsory HQ choice in an Allied Detachment that is part of an army with the Traitor Allegiance, then all models in the Allied Detachment with the Legiones Astartes (Sons of Horus) special rule gain the Stubborn special rule.
Warriors Of The Khenetai
A model with this special rule gains the Mindsong of Blades Psychic Power and may not select a Minor Arcana from those presented by the Prosperine Arcana special rule.
Wrecker
Penetrating Hits caused by attacks made with weapons or models with this special rule add +1 to the result of any rolls on the Vehicle or Building Damage tables.