Aetheric Juncture Splicer
A model with an Aetheric Juncture Splicer, and all models in any unit it joins (including during or prior to deployment) gains the Deep Strike special rule and must be assigned to a Deep Strike Assault. Additionally, any unit that includes a model with a Aetheric Juncture Splicer that enters play using the Deep Strike special rule must roll a dice for each model in the unit after it has been completely deployed on the battlefield and any Pinning tests or Reactions required have been resolved. For each dice rolled that results in a ‘1’, a single Wound against which only Invulnerable Saves may be taken is inflicted on the unit with the Aetheric Juncture Splicer.
Aktaeus Class Seismic Excavator Macro-drill
The Aktaeus class seismic excavator macro-drill grants the Ordinatus Aktaeus the Ordinatus Transport Bay special rule. In addition, once per battle, at the end of the controlling player’s Movement phase, the Ordinatus Aktaeus may employ its seismic excavator macro-drill to cause a Seismic Shockwave. When this occurs, the Ordinatus Aktaeus cannot move for the rest of the battle and counts as a vehicle that has suffered an irreparable Immobilised result on the Vehicle Damage table (although no Hull Point loss is suffered). Units may not choose to Embark or Disembark in a turn in which the Seismic Shockwave ability is used, but may do so as normal in subsequent turns. At the beginning of each of the controlling player’s Shooting phases for the rest of the battle after the Ordinatus Aktaeus has employed its seismic excavator macro-drill to cause a Seismic Shockwave, pick a point within 6" of the front of the hull of the Ordinatus Aktaeus (for the purposes of determining this point you should use the Front arc of the unit). All units, friendly or enemy (excluding the Ordinatus Aktaeus itself), within a number of inches equal to the current Game Turn number multiplied by 6 of this point suffer D6 Str 7, AP 4 Hits with the Pinning special rule. Models with the Vehicle Unit Type are hit on their weakest Armour Facing. Should a model with the Vehicle Unit Type suffer a Penetrating Hit from this attack, it immediately suffers from Crew Shaken in addition to any other effect.
Aquilion Pattern Terminator Armour
Aquilion pattern Terminator armour confers a 2+ Armour Save and a 4+ Invulnerable Save.
Arae-shrike
If there is a model with an arae-shrike on the battlefield when any enemy player declares a Deep Strike Assault or Flanking Assault, and roll to see if the Deep Strike Assault or Flanking Assault is 'Disordered' suffers a penalty of -1 and is thus considered Disordered on the roll of a '1' or a '2', unless other modifiers are also applied
Artificer Armour
Artificer armour confers a 2+ Armour Save.
Artificer Armour
Artificer armour confers a 2+ Armour Save
Artificia Kill-switch
Any Legion Techmarine or Legion Centurion with the Legion Forge Lord Consul upgrade, and the Legiones Astartes (Dark Angels) special rule selected as part of the same Detachment as the Excindio Battle-automata, may take a Kill-switch for +5 points. A model equipped with a Kill-switch may inflict D6 wounds on a friendly model with the Shackled Artificia special rule as long as they are within 12" – no saves of any kind may be taken against these wounds. This counts as a Shooting attack. If the use of an Artificia Kill-switch causes a friendly unit to be removed from play then the opposing player gains no Victory points for its destruction.
Atomantic Deflector
A model with an atomantic deflector gains a 5+ Invulnerable Save and any model with an atomantic 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 D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. In addition, when a model with an atomantic 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 8, AP -.
Atomantic Deflector
A model with an atomantic deflector gains a 5+ Invulnerable Save and any model with an atomantic 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 D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. In addition, when a model with an atomantic 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 8, AP -.
Augury Scanner
A unit that includes at least one model with an augury scanner gains all of the following benefits: • Enemy models cannot be deployed using the Infiltrate special rule within 18 of a model with an augury scanner. • A unit that includes at least one model with an augury scanner ignores the 24" limit to line of sight when making Shooting Attacks while the Night Fighting rules are in effect. • When any enemy unit is deployed to the battlefield from Reserves, a unit that includes at least one model with an augury scanner may make the Interceptor Advanced Reaction (see the Horus Heresy: Age of Darkness rulebook, page 309) without expending a point of the Reactive player's Reaction Allotment. This does not allow the unit to make more than one Reaction per Phase, but does allow the controlling player to exceed the normal three Reactions limit in a given Phase.
Augury Scanner
A unit that includes at least one model with an augury scanner gains all of the following benefits: • Enemy models cannot be deployed using the Infiltrate special rule within 18" of a model with an augury scanner. • A unit that includes at least one model with an augury scanner ignores the 24" limit to line of sight when making Shooting Attacks while the Night Fighting rules are in effect. • When any enemy unit is deployed to the battlefield from Reserves, a unit that includes at least one model with an augury scanner may make the Interceptor Advanced Reaction (see the Horus Heresy: Age of Darknessrulebook, page 309) without expending a point of the Reactive player’s Reaction Allotment. This does not allow the unit to make more than one Reaction per Phase, but does allow the controlling player to exceed the normal three Reactions limit in a given Phase
Auric Battleplate
Auric battleplate confers a 2+ Armour Save and a 4+ Invulnerable Save.
Auric Demi-plate
Auric demi-plate confers a 3+ Armour Save and a 6+ Invulnerable Save.
Auric Warplate
Auric warplate confers a 2+ Armour Save and a 6+ Invulnerable Save.
Auspectre
Enemy models cannot be deployed using the Infiltrate special rule within 18" of a model with an auspectre. In addition, when any enemy unit is deployed to the battlefield from Reserves, a model with an auspectre may make the Interceptor Advanced Reaction (see page 309 of the Horus Heresy: Age of Darkness rulebookO without expending a point of the Reactive player's Reaction Allotment. This does not allow the unit to make more than one Reaction per Phase, but does allow the controlling player to exceed the normal three Reaction limit in a given Phase. Instead of using the profile of a weapin the model has, a model with an auspectre may instead make a Leadership test, if the Leadership test is passed, the controlling player may instead make a Shooting Attack with any Defensive weapon available to any model with the Vehicle Unit Type (both friendly or enemy) within 12", that is in range and line of sight of the targeted model. If the Leadership test is failed, the model may not make an Interceptor Advanced Reaction.
Auto-medicus
All models with the Infantry or Cavalry Unit Types in a unit with at least one model with an auto-medicus gains the Feel No Pain (6+) special rule. Units that include more than one auto-medicus do not stack the Feel No Pain (X) special rule and gain no additional benefit by this special rule. Models with the Artillery Sub-type are not affected by this special rule and do not gain the Feel No Pain (X) special rule.
Autotomic Servo-limbs
Once per battle, ath the start of any turn, the controlling player of a model with autotomic servo-limbs may choose to grant that model the Hit & Run special rule until the start of their next turn.
Auxilia Vexilla
A unit that includes at least one model with an Auxilia vexilla adds +1 to the Wounds score used to determine if they win a Combat in the Assault phase. In addition, a unit that includes at least one model with a Legion vexilla may, before any dice are rolled to determine Fall Back distance, choose to Fall Back only a distance equal to the roll of a D6 instead of 2D6 (or 3D6 if a Cavalry unit), and if forced move off the edge of the battlefield will instead stop moving, with any model that would have moved off of the battlefield ending its Fall Back move prematurely when it reaches 1" from the edge of the battlefield.
Breacher Charge
The controlling player may choose to have a model with a breacher charge that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification model, inflict one automatic Str 10, AP 2 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using breacher charges may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
Cognis-signum
A model with a cognis-signum gains the Night Vision special rule. In addition, in lieu of the model with the cognis-signum making a Shooting Attack in the Shooting phase, all other models in the same unit gain a bonus of +1 to their BS for that Shooting phase. This benefit is not cumulative, and no unit can benefit from more than one bonus to their BS from cognis-signum
Cognis-signum
A model with a cognis-signum gains the Night Vision special rule. In addition, in lieu of the model with the cognis-signum making a Shooting Attack in the Shooting phase, all other models in the same unit gain a bonus of +1 to their BS for that Shooting phase. This benefit is not cumulative, and no unit can benefit from more than one bonus to their BS from cognis-signum
Cohorts Vexilla
All if the controlling player's units that are part of a Detachment chosen from the Solar Auxillia List withing 6" of a model with a Cohorts vexilla are considered to have a Leadership Characteristic of 9 when resolving Morale checks or Pinning tests (but not Psychic checks). In addition, all models in a unit that includes a Cohorts Vexilla gain the Line Sub-type as long as they remain part of that unit - this benefit is lost immediately if the model with the Cohorts vexilla is removed as a casualty.
Combat Shields & Boarding Shields
Combat shields confer a 6+ Invulnerable Save, boarding shields confer a 5+ Invulnerable Save, but a model with a boarding shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule. Invulnerable Saves granted by a combat shield or boarding shield do not stack with other Invulnerable Saves, but can benefit from rules (like cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use. A model that selects a boarding shield also gains the Heavy Sub-type.
Command Vox
Any friendly unit that includes at least one model with a command vox may choose to use the Leadership value of any model ina friendly unit with another command vox when making Pinning tests or Morale checks - this includes any friendly units with command voxs that are in Reserves or Embarked on a unit with the Vehicle Unit Type. A unit that includes a command vox also offer benefits to friendly units that include a vox interlock.
Command Vox Relay
While any model with the Character Sub-type is Embarked upon a model with this special rule, friendly units with the same version of the Legiones Astartes (X) special rule that are within 18 or that include a model with a nuncio-vox may use the Embarked model’s Leadership Characteristic for Morale checks and Pinning tests. If more than one model with the Character Sub-type is embarked upon a model with this special rule then the controlling player chooses which model's Leadership Characteristic is used.
Compression Tank
Compression tanks may be used once per battle, this use must be declared when the controlling player declares a Shooting Attack for a unit that includes one or more models with a compression tank, before any To Hit rolls are made. When used, all models with compression tanks increase the Strength of any Flame weapons they have by +2 for the duration of that Shooting Attack - and when used, all models in the unit with compression tanks must use them. Once that Shooting Attack is fully resolved, all compression tanks in the attacking unit are expended and may not be used again in that battle.
Cortex Controller
Any unit that includes one or more models with the Cybernetica Unit Sub-type may ignore the Programmed Behaviour provision described as part of that Sub-type while within 12" of a friendly model with a cortex controller.
Cortex Controller
Any unit that includes one or more models with the Cybernetica Unit Sub-type may ignore the Programmed Behaviour provision described as part of thatSub-type while within 12" of a friendly model with a cortex controller
Custodes Gyrfalcon Jetbike
A Custodes Gyrfalcon jetbike has one Lastrum bolt cannon. In additon, a model with a Custodes Gyrfalcon jetbike ta chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player's next turn. A model with the Infantry Unit Type that selects a Custodes Gyrfalcon jetbike as an upgrade must change its unit type to Cavalry (Antigrav, Skirmish), keeping any other Unit Sub-types it previously had, changes its Movement Characteristic to 16 and gains the Hammer of Wrath (1) and Deep Strike special rules.
Cyber-familiar
A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.
Cyber-familiar
A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests
Detcon Unit
At the start of any Assault Phase where the controller of a model with a detcon unit is the Active player, and before any Charges are declared, a model with a detcon may target one friendly unit comprised entirely of Cyclops that is within line of sight. The targeted unit may declare Charges normally, ignoring the restrictions of the Automated Artillery Unit Type - if a unit composed entirely of Cyclops is not targeted by a model with a detcon unit then it may not have a Charge declared for it. If a unit includes both Cyclops and other models then it may act normally without being targeted by a model with a detcon unit.
Distort Field
Whenever targeted by a Shooting Attack, the range between an attacking unit and a unit that includes at least one model with a distort field is considered to be 6” further than the actual range between the two units - enemy models with the Night Vision special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule, a unit that includes at least one model with a distort field is always treated as though it was out of line of sight when scattering any attacks. In addition, a distort field confers a 6+ invulnerable Save against Melee Attacks and a 5+ Invulnerable Save against Shooting Attacks.
Dozer Blade
A model with a dozer blade may re-roll all failed Dangerous Terrain tests made for it.
Dozer Blade
A model with a dozer blade may re-roll all failed Dangerous Terrain tests made for it.
Eclipse Shield
A Vehicle with an eclipse shield reduces the strength of Shooting Attacks made against its Front Armour by -1, or -2 if that Shooting Attack has the Blast special rule or uses a template to determine its Range. An eclipse shield has no effect on Shooting Attacks inflicted with weapons of the Destroyer type. If a Shooting Attack targeting the Front Armour of a model with the Vehicle Type with an eclipse shield inflicts a Glancing Hit or Penetrating Hit that model with the Vehicle Type immediately gains the Shrouded (5+) special rule against all subsequent Shooting Attacks targeting it in the Front Armour during the same Phase.
Erinyes Jetbike
An Erinyes jetbike has a snare cannon and sets the Unit Type of any model with a Erinyes jetbike to Cavalry (Antigrav) (The model keeps any additional Sub-types it may have). In addition, a model with an Erinyes jetbike gains the Shrouded (6+) special rule on any turn in which it as moved, or the Shrouded (5+) special rule has Run in that turn.
Etherium
Any Shooting Attacks that target a unit composed entirely of model with this special rule are made as Snap Shots. Any weapon that cannot fire Snap Shots cannot be used to make Shooting Attacks targeting a model with this special rule.
Excrutia Armatus
An enemy model may not declare a Reaction to Shooting Attacks or Charges made by a unit that includes one or more models with an excrutia armatus - however, enemy units that include one or more models with either the Fearless or Stubborn special rule ignore this effect. In addition, if an army includes one or more models with an excrutia armatus then the Slay the Warlord Secondary Objective (fi it is in use as part of the mission in use) is worth an additional Victory point.
Explorator Augury Web
At the start of each of the controlling player's turns, that player may choose to activate the explorator augury web in either Disruption or Relay mode, the effects of which last until the beginning of the controlling player's next turn: Disruption Mode: Any Reserves rolls made by an enemy player to bring units into play from Reserve are modified by -1 while this mode is active. This modifier does not stack with any other negative modifiers to Reserves rolls - use the highest single modifier instead. However, once the final negative modifier to a Reserves roll is determined, it can be reduced by any positive modifiers applied to the roll (for example if a Reserves roll was affected by both a -1 and +1 modifier then they would cancel each other and no modifier would be applied). Relay Mode: Any Reserves rolls made by the controlling player to bring units into play from Reserves may be re-rolled while this mode is active.
Ferrum Occularis
Shooting Attacks made using a weapon with the Heavy type by a model with a Ferrum Occularius gain the Precision Shots (6+) special rule, as long as the attack is not made as part of a Reaction or a Snap Shot
Flare Shield
A model with a flare shield reduces the strength of Shooting Attacks made against its Front Armour by -1, or -2 if that Shooting Attack has the Blast special rule or uses a template to determine its Range. A flare shield has no effect on Shooting Attacks inflicted with weapons of the Destroyer type.
Flare Shield
A model with a flare shield reduces the strength of Shooting Attacks made against its Front Armour by -1, or -2 if that Shooting Attack has the Blast special rule or uses a template to determine its Range. A flare shield has no effect on Shooting Attacks inflicted with weapons of the Destroyer type.
Frag Grenades
A unit that includes at least one model with frag grenade makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Frag Grenades
A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain
Geo-locator Beacon
As long as a model with this special rule is deployed on the battlefield, the controlling player may choose to re-roll all failed Reserves roll they make.
Gravis Praesidium Shield
A Gravis Praesidium shield confers a 4+ Invulnerable Save, this does not stack with existing Invulnerable Saves and if a model has more than one such save the controlling player must select one to use against any Wounds inflicted on that model. In additon, a model with a Gravis Praesidium shield cannon claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule.
Grenade Harness
A unit that includes at least one model with a grenade harness makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Grenades
Using grenades does not count as a Shooting Attack and their effects are entirely covered by the rules presented here. Note that grenade launchers do not use these rules and are Shooting Weapons governed by the standard Shooting rules.
Helical Targeting Array
The controlling player of a model with a helical targeting array may activate it at the start of any of their own turns, or, if the controlling player is not taking the first turn of the battle, at the start of the battle, before the beginning of the opposing player's first turn. Once the helical targeting array is activated, the model is affected by the following conditions until the beginning of the controlling player's next turn: • The model may not move, Run or declare or make any Reactions other than the Interceptor or Overwatch Reaction. • The controlling player may choose to use the Skyfire special rule when making any Shooting Attacks with the model. • No model may make a Damage Mitigation roll provided by the Shrouded special rule against an attack made by a model with a helical targeting array while it is active. • When the model makes a Shooting Attack as part of the Interceptor Reaction, the Reaction does not cost the controlling player a point from their Reaction Allotment. This does not allow the unit to make more than one Reaction per Phase, but does allow the controlling player to exceed the normal three Reactions limit in a given Phase. • When a model with the Vehicle Unit Type and a helical targeting array makes a Shooting Attack as part of the Interceptor Reaction, that model may fire all of its weapons, not just Defensive Weapons, as part of the Shooting Attack.
Incunabulan Jet Pack
A unit composed entirely of models with Incunabulan jet packs may choose to increase its Move Characteristic by +6" and ignore terrain while Moving during the Movement phase. A unit that ends or begins its movement in Dangerous Terrain will still need to take Dangerous Terrain tests as normal, even when employing Incunabulan jet packs and treats Difficult Terrain as Dangerous Terrain. In addition to the bonus to Move during the Movement phase, a unit composed entirely of models with Incunabulan jet packs may make an additional Move of 6" during the Shooting phase. This Move must be taken after the unit has completed any Shooting Attacks, is not limited by the weapons fired by that unit during the Shooting phase and ignores terrain in the same manner as moves made using a Incunabulan jet pack in the Movement phase. Any model with an Incunabulan jet pack also gains the Bulky (2) and Deep Strike special rules, or if it already has the Bulky (2) special rule it gains the Bulky (3) special rule instead. Models with an Incunabulan jet pack may Embark on models with the Transport Unit Sub-type, contrary to the normal Transport rules, but still must take into account their size due to the Bulky (X) special rule. During any Reaction that allows a unit to Move, a unit composed entirely of models with Incunabulan jet packs increases the distance of that Move by 6 and allows it to ignore terrain in the same manner as other Incunabulan jet pack moves.
Internal Refractor Field
This model has a 5+ Invulnerable save. In addition, should the model lose its last wound then all models within D6+4" suffer a Str 8 AP - hit.
Ion Gauntlet Shield
A model with an ion gauntlet shield gains a 5+ Invulnerable Save against Shooting Attacks which target its Front or Side Armour Values, and a 5+ Invulnerable Save against all Melee Attack.
Ion Shield
A model with an ion shield gains a 4+ Invulnerable Save against Shooting Attacks which target its Front Armour Value, and a 5+ Invulnerable Save against Shooting Attacks which target its Side Armour Value.
Ionic Deflector
A model with an ionic deflector gains a 5+ Invulnerable Save, and any model with an ionic deflector and a Wounds Characteristic gains the Eternal Warrior special rule. In addition, when a model with an ionic 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+3" suffer an automatic Hit atStr 8, AP -.
Krak Grenades
The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal) automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal)
Krak Grenades
The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
Kyropatris Field Generator
So long as a unit contains at least five models with a Kyropatris field generator, all models in the unit may re-roll failed Armour Saves of 1. In addition, if the unit contains at least 10 models with Kyropatris field generators then all Shooting Attacks made against the unit suffer a modifier of -1 to the Strength of the attack (to a minimum of Strength 1).
Legion Cataphractii Terminator Armour
Legion Cataphractii Terminator armour confers a 2+ Armour Save and a 4+ Invulnerable Save. In addition, a unit that includes any models with Cataphractii Terminator armour may not make Sweeping Advances.
Legion Indomitus Terminator Armour
Legion Indomitus Terminator armour confers a 2+ Armour Save and a 5+ Invulnerable Save.
Legion Javelin Land Speeder
A Legion Javelin Land Speeder has one heavy bolter and one cyclone missile launcher (with frag and krak missiles),
Legion Proteus Land Speeder
A Legion Proteus Land Speeder has one heavy bolter.
Legion Scimitar Jetbike
A Legion Scimitar jetbike has one heavy bolter. In addition, a model with a Legion Scimitar jetbike that chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player's next turn. A model with the Infantry Unit Type that selects a Legion Scimitar jetbike as an upgrade must change its Unit Type to Cavalry (Antigrav), keeping any other Unit Sub-types it previously had, changes its Movement Characteristic to 16 and gains the Firing Protocols (2), Hammer of Wrath (1) and Deep Strike special rules.
Legion Spatha Combat Bike
A Legion Spatha combat bike has one twin-linked bolter. In addition, a model with a Legion Spatha combat bike that chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player's next turn. A model with the Infantry Unit Type that selects a Legion Spatha combat bike as an upgrade must change its Unit Type to Cavalry, keeping any Unit Sub-types it previously had, and may choose to gain the Skirmish Unit Sub-type. In addition the model must change its Movement Characteristic to 14 and gains the Firing Protocols (2) and Hammer of Wrath (1) special rules.
Legion Standard
All of the controlling player's units with the Legiones Astartes (X) special rule within 6” of a friendly model with a Legion standard are considered to have a Leadership Characteristic of 10 when resolving Morale checks or Pinning tests (but not Psychic checks). In addition, all models in a unit that includes a Legion standard gain the Line Sub-type as long as they remain part of that unit - this benefit is lost immediately if the model with the Legion standard is removed as a casualty.
Legion Tartaros Terminator Armour
Legion Tartaros Terminator armour confers a 2+ Armour Save and a 5+ Invulnerable Save.
Legion Vexilla
A unit that includes at least one model with a Legion vexilla adds +1 to the Wounds score used to determine if they win a Combat in the Assault phase. In addition, a unit that includes at least one model with a Legion vexilla may, before any dice are rolled to determine Fall Back distance, choose to Fall Back only a distance equal to the roll of a D6 instead of 2D6 (or 3D6 if a Cavalry unit), and if forced move off the edge of the battlefield will instead stop moving, with any model that would have moved off of the battlefield ending its Fall Back move prematurely when it reaches 1" from the edge of the battlefield.
Legion Warhawk Jump Pack
At the start of the controlling player's Movement phase, or when deployed as part of a Deep Strike Assault, a model with a Legion Warhawk jump pack may set its Move Characteristic to a value of 12 for the duration of the controlling player's turn (sometimes referred to as 'activating' the jump pack). This allows a model with a Warhawk jump pack to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance). In addition, all models with a Warhawk jump pack that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending their Movement in Dangerous Terrain. A model with an activated Legion Warhawk jump pack treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty - but must end its Movement at least 1” away from any model from another unit. A model with a Legion Warhawk jump pack may still Run if it would normally be able to Run (this does not allow units that include any models with the Heavy Sub-type to Run). When making a Run move for a model with an activated Legion Warhawk jump pack, add the Initiative Characteristic of that model to 12 to determine how far it may move - the model ignores terrain and models from other units while making a Run move with a Legion Warhawk jump pack as previously noted, but may not make Shooting Attacks or declare a Charge in the same turn in which it has Run as per the normal rules for Running. Any model with a legion Warhawk jump pack also gains the Bulky (2), Hammer of Wrath (1) and Deep Strike special rules - if it already has the Bulky (2) special rule, it gains the Bulky (3) special rule instead. During a Reaction made in any Phase, a player may not choose to activate a model's Legion Warhawk jump pack to gain any bonus to its Movement Characteristic. Any models with a Legion Warhawk jump pack deployed as part of a Deep Strike Assault are considered to have activated their jump packs in the turn that they enter play.
Lorica Thallax
The Lorica Thallax confers a 4+ Armour Save. In addition, a unit that includes any models with Lorica Thallax may not make Sweeping Advances.
Mag-inverter Shield
Mag-inverter shields confer a 5+ Invulnerable Save. A model with a mag-inverter shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule. Invulnerable Saves granted by a mag-inverter shield do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing Saves. If a model has another Invulnerable Save then the controlling player must choose one to use.
Magisterium Vexillia
A unit that includes at least one model with an Magisterium vexilla may re-roll all failed Leadership tsts and may add +1 to the score used to decide if any friendly units with any models within 12" of any Magiserium vexilla wins a Combat in the Assault phase - a friendly unit may only benefit from a single Magisterium vexilla's bonus in any given combat, regardless of how many are within range.
Mechanicum Protectiva
A model with a Mechanicum Protectiva gains a 4+ Invulnerable Save. Invulnerable Saves granted by a refractor field or Mechanicum Protectiva do not stack with other Invulnerable Saves, but can benefit from rules (like cyber-familiar) that specifically increase existing Saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
Melta Cutters
When a model with melta cutters makes a Ram Attack targeting a model with the Vehicle Unit Type or a Building, it adds an additional modifier of +2 to the Strength of the attack, to a maximum of Strength 10.
Melta Cutters
When a model with melta cutters makes a Ram Attack targeting a model with the Vehicle Unit Type or a Building, it adds an additional modifier of +2 to the Strength of the attack, to a maximum of Strength 10.
Narthecium
All models with the Infantry or Cavalry Unit Types in a unit that includes at least one model with a narthecium gain the Feel No Pain (5+) special rule. Units that include more than one narthecium do not stack the Feel No Pain (X) special rule and gain no additional benefit. Models with the Artillery Sub-type are not affected by this special rule and do not gain the Feel No Pain (X) special rule.
Narthecium
All models with the Infantry or Cavalry Unit Types in a unit that includes at least one model with a narthecium gain the Feel No Pain (5+) special rule. Units that include more than one narthecium do not stack the Feel No Pain (X) special rule and gain no additional benefit. Models with the Artillery Sub-type are not affected by this special rule and do not gain the Feel No Pain (X) special rule.
Nuncio-vox
While at least one model with a nuncio-vox is present on the battlefield and not Embarked in a Vehicle or Building, the controlling player may re-roll any Scatter rolls made (whether as part of a weapon attack or the deployment of a model or unit), as long as the model with the nuncio-vox has line of sight to the unit targeted by the attack or the point chosen as the target of the deployment. In addition, a unit that includes at least one model with a nuncio-vox ignores the -1 penalty to Leadership imposed by the Night Fighting rules.
Nuncio-vox
While at least one model with a nuncio-vox is present on the battlefield and not Embarked in a Vehicle or Building, the controlling player may re-roll any Scatter rolls made (whether as part of a weapon attack or the deployment of a model or unit), as long as the model with the nuncio-vox has line of sight to the unit targeted by the attack or the point chosen as the target of the deployment. In addition, a unit that includes at least one model with a nuncio-vox ignores the -1 penalty to Leadership imposed by the Night Fighting rules.
Ordinatus Dispersion Shield
For the duration of the first Game Turn, all Shooting Attacks made against a model with an Ordinatus dispersion shield that target the model’s Front or Side Armour values, or any indirect Shooting Attacks (such as those with the Barrage special rule) are reduced by -2 Strength, and any Explodes results on the Vehicle Damage table are ignored.
Panoply Of The Assassin
Models with the Panoply of the Assassin have a 4+ Armour Save and a 4+ Invulnerable Save.
Peritarch Targeter
A unit that includes at least one model with a Peritarch targeter may activate it at the start of any of their own turns before any models are moved. Once the Peritarch targeter is activated, the unit affected may not move but gains the Guided Fire and Night Vision special rules until the start of the controlling player’s next turn. A unit that has activated a Peritarch targeter may not make any Reactions other than the Interceptor or Overwatch Reaction, unless it can draw a line of sight to any models in the unit that triggered the Reaction. In addition, all models in a unit that has activated a Peritarch targeter must use the same missile type for any attacks made for the duration of that player turn.
Poison Globes
Any unit attempting to make a Charge against a unit with one or more models that has poison globes must re-roll the first successful roll when determining Charge distance.
Polymorphine
A unit composed entirely of models with polymorphine may not be targeted for a Shooting Attack, Charge or Reaction of any kind by an enemy unit as long as the unit with polymorphine has not made an attack of any kind during the battle.
Power Armour
Power armour provides a 3+ Armour Save.
Praesidium Shield
A Praesidium shield confers a 5+ Invulnerable Save, this does not stack with existing Invulnerable Saves and if a model has more than one such save the controlling player must select one to use against any Wounds inflicted on that model. In additon, a model with a Praesidium shield cannon claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule.
Proteus Pattern Storm Shield
A model with a Proteus storm shield gains a 4+ Invulnerable Save, Invulnerable Saves granted by a Proteus storm shield do not stack with other Invulnerable Saves, and cannot be modified by any other special rule. If a model has another Invulnerable Save then the controlling player must choose one to use. A model with a Proteus storm shield may never gain an additional Attack for being armed with two close combat weapons or make attacks using a weapon with the Two-handed special rule.
Psychic Hood
Any enemy model within 18" and line of sight of a model with a psychic hood must reduce its Leadership by -2 when making Psychic checks. This modifier is not cumulative and no model may suffer from penalties from more than one psychic hood.
Psyk-out Grenades
When a unit that includes at least one model with psyk-out grenades makes a sucessful Charge targeting a unit that includes one or more models with the Psyker Unit Sub-type or Daemon Unit Type, no Reactions may be declared against the Charge.
Rad Furnace
Any melee Hits allocated to models locked in combat with one or more units that include a model with a rad furnace require one lower result To Wound than they would normally, to a minimum of 2+. This effect is not cumulative with itself if more than one model in a combat has a rad furnace. Models with rad furnaces are immune to the effects of rad grenades, the Rad-phage special rule and the rad furnaces of models they are locked in combat with. In addition, Hits from weapons with the Rad-phage special rule that are allocated to a model with a rad furnace only successfully wound on a To Wound roll of a 6+.
Rad Grenades
During a turn in which a unit with at least one model with rad grenades successfully Charges, or is themselves successfully Charged, all models in the enemy units) suffer a -1 penalty to their Toughness Characteristic, to a minimum of Toughness 1, until the end of the Fight Sub-phase that follows the successful Charge. Note: This does affect Instant Death thresholds.
Rad Grenades
During a turn in which a unit with at least one model with rad grenades successfully Charges, or is themselves successfully Charged, all models in the enemy unit(s) suffer a -1 penalty to their Toughness Characteristic, to a minimum of Toughness 1, until the end of the Fight sub-phase that follows the successful Charge. Note: This does affect Instant Death thresholds.
Ramjet Diffraction Grid
A model with a ramjet diffraction grid reduces the Strength of Shooting Attacks made against its Rear or Side armour by -1, or -2 if that attack has the Blast special rule or uses a template to determine its Range. A ramjet diffraction grid has no effect on attacks inflicted with weapons of the Destroyer type.
Ramjet Diffraction Grid
A model with a ramjet diffraction grid reduces the Strength of Shooting Attacks made against its Rear or Side armour by -1, or -2 if that attack has the Blast special rule or uses a template to determine its Range. A ramjet diffraction grid has no effect on attacks inflicted with weapons of the Destroyer type.
Refractor Field
A model with a refractor field gains a 5+ Invulnerable Save. Invulnerable Saves granted by a refractor field or Mechanicum Protectiva do not stack with other Invulnerable Saves, but can benefit from rules (like cyber-familiar) that specifically increase existing Saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
Refractor Fields & Iron Halos
A model with a refractor field gains a 5+ Invulnerable Save, and a model with an iron halo gains a 4+ Invulnerable Save. Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
Refractor Fields & Iron Halos
A model with a refractor field gains a 5+ Invulnerable Save, and a model with an iron halo gains a 4+ Invulnerable Save. Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
Scout Armour
Scout armour provides a 4+ Armour Save.
Searchlights
A model with searchlights ignores the 24" limit to line of sight imposed by the Night Fighting rules when making Shooting Attacks, however enemy units also ignore that same restriction when making Shooting Attacks that target a model with searchlights. In addition, any unit that has been the target of a Shooting Attack made by a unit with searchlights (regardless of whether any Hits were inflicted or not) may be freely targeted for Shooting Attacks by any other unit in the same Shooting phase, ignoring the 24" restriction to line of sight imposed by the Night Fighting rules. Searchlights do not count as weapons and may not be targeted by the Weapon Destroyed result on the Vehicle Damage table.
Searchlights
A model with searchlights ignores the 24" limit to line of sight imposed by the Night Fighting rules when making Shooting Attacks, however enemy units also ignore that same restriction when making Shooting Attacks that target a model with searchlights. In addition, any unit that has been the target of a Shooting Attack made by a unit with searchlights (regardless of whether any Hits were inflicted or not) may be freely targeted for Shooting Attacks by any other unit in the same Shooting phase, ignoring the 24" restriction to line of sight imposed by the Night Fighting rules. Searchlights do not count as weapons and may not be targeted by the Weapon Destroyed result on the Vehicle Damage table.
Shroud Bombs
Whenever targeted by a Shooting Attack, the range between an attacking unit and a unit that includes at least one model with shroud bombs is considered to be 6” further than the actual range between the two units, enemy models with the Night Vision special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule, a unit that includes at least one model with shroud bombs is always treated as though it was out of line of sight when scattering any attacks.
Smoke Launchers
The controlling player may choose to trigger smoke launchers once a model with them has completed its movement in the Movement phase, and may only choose to trigger them if the model has moved no faster than Combat Speed that turn. Once triggered, the model with smoke launchers counts as being more than 25% obscured, regardless of terrain, until the start of the controlling player's next turn and gains a 6+ Cover Save. A model whose smoke launchers have been triggered may not make any Shooting Attacks, except as part of a Reaction, in the same turn. Smoke launchers may only be used once per battle, and once triggered may not be further used - in addition, they do not count as a weapon and may not be targeted by Weapon Destroyed results on the Vehicle Damage table.
Smoke Launchers
The controlling player may choose to trigger smoke launchers once a model with them has completed its movement in the Movement phase, and may only choose to trigger them if the model has moved no faster than Combat Speed that turn. Once triggered, the model with smoke launchers counts as being more than 25% obscured, regardless of terrain, until the start of the controlling player’s next turn and gains a 6+ Cover Save. A model whose smoke launchers have been triggered may not make any Shooting Attacks, except as part of a Reaction, in the same turn. Smoke launchers may only be used once per battle, and once triggered may not be further used – in addition, they do not count as a weapon and may not be targeted by Weapon Destroyed results on the Vehicle Damage table.
Spectra Cloaks
Whenever targeted by a Shooting Attack, the range between an attacking unit and a unit that includes at least one model with a Spectra cloak is considered to be 6” further than the actual range between the two units - enemy models with the Night Vision special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule, a unit that includes at least one model with Spectra cloak is always treated as though it was out of line of sight when scattering any attacks.
Stratos Thrusters
A unit composed entirely of models with Stratos thrusters may set its Move Characteristic to a value of 16" for the duration of the controlling player’s turn. This allows the unit to move up to 16", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 16" (including the bonus to Charge distance). In addition, Stratos thrusters allow units to hover above the battlefield and thus ignore the effects of Difficult Terrain and Dangerous Terrain at all times.
Suspensor Web
A heavy weapon with a suspensor web may be treated as having the type Assault rather than Heavy when used to attack as part of any Shooting Attack at targets at up to half the weapon's usual maximum range. Example: A heavy bolter with a suspensor web, which is usually a Range 36" Heavy 4 weapon, and instead be used as if it were a Range 18" Assault 4 weapon if the controlling player wishes.
The Corpus Skitarii
The Corpus Skitarii confers a 4+ Armour Save. In addition, a model with Corpus Skitarii may re-roll Feel No Pain Damage Mitigation rolls which are the result of attacks made by weapons with the Poisoned (X) orRad-phage special rules.
Titanshard Armour
Titanshard Armour confers a 3+ Armour Save and a 5+ Invulnerable Save. In addition, a model with Titanshard Armour may re-roll Feel No Pain Damage Mitigation rolls which are the result of attacks made by weapons with the Poisoned (X) or Rad-phage special rules.
Trajector Auspex Array
When making a Shooting Attack, a model with a trajector auspex array ignores the effects of all special rules or Wargear that would modify or limit the range and To Hit rolls of any attack made by that model.
Utan Jump Booster
A unit composed entirely of models with Utan jump boosters may set its Move Characteristic to a value of 12 for the duration of the controlling player’s turn. This allows the unit to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance, see the Horus Heresy: Age of Darkness rulebook, page 181). In addition, the unit ignores terrain while Moving and Charging. A unit that ends or begins its movement or a Charge in Dangerous Terrain will still need to take Dangerous Terrain tests as normal, even when employing Utan jump boosters, and treats all Difficult Terrain as Dangerous Terrain. A unit composed entirely of models with Utan jump boosters may not Run. During Reactions made in any Phase, a unit composed entirely of models with Utan jump boosters may not activate them to gain any bonus to their Movement Characteristic. Any model with an Utan jump booster also gains the Deep Strike special rule. Additionally, models with an Utan jump booster may Embark on models with the Transport Unit Sub-type, contrary to the normal Transport rules, but still must take into account their Unit Type and their size due to the Bulky (X) special rule.
Venatari Jump Harness
At the start of the controlling player's Movement phase, a model with a Venatari jump harness may set its Move Characteristic to a value of 14 for the duration of the controlling player's turn (sometimes referred to as 'activating' the jump harness). This allows a model with a Venatari jump harness to move up to 14", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 14 (including the bonus to Charge distance). In addition, all models with a Venatari jump harness that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending their Movement in Dangerous Terrain. A model with an activated Venatari jump harness pack treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty - but must end its Movement at least 1” away from any model from another unit. A model with a Venatari jump harness may still Run if it would normally be able to Run (this does not allow units that include any models with the Heavy Sub-type to Run). When making a Run move for a model with an activated Venatari jump harness, add the Initiative Characteristic of that model to 14 to determine how far it may move - the model ignores terrain and models from other units while making a Run move with a Legion Warhawk jump pack as previously noted, but may not make Shooting Attacks or declare a Charge in the same turn in which it has Run as per the normal rules for Running. During a Reaction made in any Phase, a player may not choose to activate a model's Venatari jump harness to gain any bonus to its Movement Characteristic.
Void Armour, Reinforced Void Armour, And Heavy Void Armour
Void armour confers a 4+ Armour Save. Reinforced void armour confers a 4+ Armour Save and any model with reinforced void armour also gains the Heavy Unit Sub-type. Heavy void armour confers a 3+ Armour Save and any model with heavy void armour also gains the Heavy Unit Sub-type.
Voidscale Cloak
A voidscale cloak confers a 5+ Invulnerable Save, increasing to a 3+ against any Hits from weapons with the Template or Blast special rules
Voidsheen Cloak
A voidsheen cloak confers a 6+ Invulnerable Save, increasing to a 4+ against any Hits from weapons with the Template or Blast special rules
Vox Disruptor Array
At the start of each Game Turn you can declare wheather each vox disruptor array in your army is turned on or turned off. While there is at least one model on the battlefield with a vox disruptor array turned on, regardless of whether that model is enemy or friendly, any attempt to perform a Deep Strike Assault, Drop Pod Assault, Area Denial Drop or Subterranean Assault is Disordered on the roll of a '1', '2' or '3' instead of just on a '1'.
Vox Interlock
Any friendly unit that includes at least one model with a vox interlock may choose to use the Leadership value of any model ina friendly unit with another command vox when making Pinning tests or Morale checks - this includes any friendly units with command voxs that are in Reserves or Embarked on a unit with the Vehicle Unit Type.
Vrantine Armour
Vrantine armour confers a 3+ Armour Save
Ætherlabe Staff
The controlling player of an enemy unit that arrives via Deep Strike Assault within 12" of a model with this special rule must roll an additional D6 when rolling to Scatter that unit.