The Hexagrmmaton: All units composed entirely of models with the Legiones Astartes (Dark Angels) special rule must select one of the following Hexagrammaton Unit Sub-types* when chosen during the army selction process: Stormwing, Dreadwing, Deathwing, Ironwing, Firewing or Ravenwing. See the Hexagrmmaton rules that follow for details. *Some models or units may be required to have a specific Unit Sub-type from this list, if so it will be listed on their profile and cannot be changed. All units compopsed entirely of models iwith the Legiones Astartes (Dark Angels) special rules must select a Hexagrammaton Unit Sub-type (some modesl may be required to select a specific Unit Sub-type - this will be noted on their Army List Profile). All models in a unit must select the same Hexagrammaton Unit Sub-type (a model selected as a Dedicated Transport must select the same Unit Sub-type as the unit it is selected for). However a Legion Techmarine Covenant or Legion Apothecarion Detachment may be selected a different Haxagrammaton Unit Sub-type for each model in the unit - but when these models are assigned to other units, they must be assigned to a unit that includes at least one model with the same Hexagrammaton Unit Sub-type. Additionally, a unit selected as a Retinue may have a different Hexagrammaton Unit Sub-type than the model selected as its leader. Models with the Independent Character special rules and a Hexagrammaton Unit Sub-type may join units that include models with a different Unit Sub-type. Models in a unit only gain the benefits of a Hexagrammaton Unit Sub-type if that unit is made up entirely of models with the Legiones Astartes (Dark Angels) special rules, and at least one model with a Hexagrammaton Unit Sub-type. However, the models in a unit may only benefit from the rules of a single Hexagrammaton Unit Sub-type in any Game Turn, If, at the start of a player's turn, any unit under that player's control includes models with different Hexagrammaton Unit Sub-type then the controlling player must select one of those Hexagrammaton UInit Sub-types, whose benefits will be applied to the models in that unit until the start of the controlling player's next turn - any other Hexagrammaton Unit Sub-types will grant no benefit to that unit for the duration of the Game Turn. While Embarked on any model, a unit gains no benefit from any Hexagrammaton Unit Sub-types that any model it includes may possess, but the model they are Embarked on may benefit from any Hexagrammaton Unit Sub-type that it itself Possesses.
Bestial Savagery: A unit made up entirely of models with the Infantry Unit Type and the Legiones Astartes (Space Wolves) special rule that chooses to Run in the Movement phase may still make a Shooting Attack in the Shooting phase, and declare a Charge in the Assault phase of the same turn – but any Shooting Attacks made in the same turn as that in which a unit with this special rule has Run are made as Snap Shots. Units that cannot Run (such as Legion Cataphractii Terminators) or models that do not have the Vehicle or Infantry Unit Type instead gain +1 WS on any turn in which they successfully Charge, even if that Charge is considered Disordered. Models with the Vehicle Unit Type and this special rule that make Ram Attacks increase the Strength of any Hits inflicted as part of that attack by +1, to a maximum of 10. Any Legion Centrurions, Legion Cataphractii Centurions and Legion Tartaros Centurions with this special rule may not select the Chaplain, Librarian or Primus Medicae Consul Upgrades. Instead these models gain access to the Pack Thegn, Speaker of the Dead and Caster of Runes Upgrades.
Wrack & Ruin: When a model with this special rule makes a Shooting Attack or Melee attack targeting a model with the Dreadnought, Automata, Vehicle or Building Unit Type it gains +1 to the Strength of that attack.
Swift of Action: All models with this special rule add +1 to their Movement Characteristic and whenever called upon to make a roll to determine which player will take the First Turn or to Seize the Initiative, the controlling player of an army whose Primary Detachment has this special rule may roll an additional dice and discard the lowest rolled dice before determining the result.
Discipline and Resolve: Models with this special rule gain a bonus of +1 to all To Hit rolls with any Auto weapon or Bolt weapon as part ofany Shooting Attack (including as part of any Reaction).
A Talent for Murder: When a unit made up entirely of models with this special rule attacks during the Fight sub-phase or makes a Shooting Attack against an enemy unit that is Pinned, Falling back or outnumbered by the attacking unit it gets a bonus of +1 to all To Wound or Armour Penetration rolls made during the Shooting Attack or Assult. When determining if a unit is outnumbered, models with the Bulky (X) special rules count as a number of models equal to the value included as part of that special rule. Models with the Vehicle Unit Type count as ten models for the purposes of determining if the model is outnumbered by another unit.
Encarmine Fury: All models with the Legiones Astartes (Blood Angels) special rule require one lower result To Wound than they would normally, to a minimum of 2+, on any turn in which they are part of a successful Charge against an enemy unit even if that Charge is counted as Disordered. This effect applies regardless of the weapon they are using (for example, if using a Str 4 Melee weapon and attacking a target with a Toughness of 4, the Blood Angel will require a 3+ To Wound, rather than the usual 4+). In addition, any Vehicle with the Legiones Astartes (Blood Angels) special rule that makes a Ram Attack increases the Strength of any Hits inflicted by +1, to a maximum of Strength 10.
The Medusa’s Scales: All Shooting Attacks made against a model with this special rule that does not have the Vehicle Unit Type, suffer a modifier of -1 to the Strength of the attack. Models with this special rule and the Vehicle Unit Type instead gain the It Will Not Die (6+) special rule, or if such a model already has a variant of the It Will Not Die special rule then the value of that special rule is increased by +1 (for example, a model with the Vehicle Unit Type that already had the It Will Not Die (6+) and the Legiones Astartes (Iron Hands) special rule would instead gain the It Will Not Die (5+) special rule).
Violence Incarnate: On any turn in which a unit with this special rule makes a successful Charge it gains +1 Attack for the remainder of that turn in addition to any other bonuses, even if that Charge is considered a Disordered Charge.
The Strength of Wisdom: When rolling To Hit for a model with this special rule as part of a Shooting Attack, add +1 to the result of the roll if the enemy unit targeted by the attack has already been the target of another friendly unit composed entirely of models with this special rule in the same Shooting phase, and if the attacking model is within 6" of a model from that friendly unit. This does not affect attacks made with the Blast or Barrage special rules.
Remorseless: A model with this special rule that does not have the Cavalry Unit Type or Artillery Unit Sub-type ignores any modifiers or restrictions on moving during the movement phase (Including modifiers imposed by Terrain or Restrictions from rules such Pinning which would normally stop them from moving) as long as the model does not Run or make use of another alternative form of Movement such as 'Activating a jump pack, Disembarking, or deploying via Deep Strike. Furthermore, as long as the model has not Run or used another alternative form of Movement in the controlling player's Movement phase, it is counted as Stationary when making shooting attacks until the start of the Controlling Player's next turn. This special rules does not affect whether or not a model may make a Charge, and does not allow models with the Vehicle Unit Type to ignore the effect of an Immobilised result on the Vehicle Damage table (But does allow a model with the Vehicle Unit Type to move even when under the effect of the Crew Stunned result on the Vehicle Damage table)
Cult Arcana: All models with the Infantry or Cavalry Unit Type (but not those with the Artillery or Automated Artillery Sub-type) with this special rule gain the Psyker Sub-type (this does not grant any Disciplines, but does not otherwise remove any Discipline a model already has access to). In addition, all models with the Infantry or Cavalry Unit Type and and the Character Unit Sub-type that have this special rule must select one Minor Arcana option ( See the Prosperine Arcana special rule). Any model with the Infantry or or Cavalry Unit Types and both the independent Character and Legiones astartes (Thousand Sons) special rule that does not already have one or more Psychic Disciplines may be upgraded for +15 additional points to gain a single Psychic Discipline from the Core Psychic Discipline list (see the Horus Heresy Age of Darkness rulebook, page 322).
Merciless Fighters: During a turn in which a unit made up entirely of models with the Legiones Astartes (Sons of Horus) special rule successfully charges, or are successfully Charged, the Strength of all Melee attacks made against any model in that unit that does not have the Vehicle unit type suffer a modifier of -1. Models with the Vehicle Unit type and this special rule instead inflict an additional 3 Hits (for a total of 1D6+3 Hits, or 2D6+3 if the Vehicle has the Super-heavy Sub-type) on unitscomposed of models that do not have the vehicle Unit Type when conducting a Ramming Attack.
True Believers:A model with this special rule may never have a Leadership Characteristic modified below a value of 6. Futhermore if one or more models with this special rule are part of a combat that results in a draw, then the side that includes one or more models at the end of the fight sub-phase with this special rule is counted as having won the combat by 1 point. If both sides include models with this special rule then the combat remains a draw.
Blood of Fire: When rolling To Wound against a model with this special rule for any attack inflicted by a Flame, Melta, Plasma, or Volkite weapon or effect, reduce the result of that roll To Wound by -1 (this does not affect the Strength of the attack, only the result of the roll To Wound). In addition, all models with this special rule that have more than one Wound or Hull point gain the It Will Not Die (6+) special rule.
Shadow and Fury: Models with the Legiones Astartes (Raven Guard) special rule gain one of the following special rules based on the Unit Type and Wargear. either Talons, Falcons or HAwks (See the Shadow and Fury Rules). Modelswith the Legiones Astartes (Raven Guard) special rule gain one of the following special rules based on the Unit Type and Wargear of the model. Models that do not fulfil one of the listed criteria gain no additional benefits: • 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 Subtype; 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 the unit already has the Shrouded (5+) or better then it gains no additional benefit).
Lies and Obfuscation: A model with this special rule is always considered to be 2" further away than it actually is when measuring range to it from any enemy model for the purpose of resolving a Shooting Attack, Charge or any Reation declared by an enemy model or unit (this is cumulative with any other modifiers to range imposed by special rules, such as Night Fighting or Wargear).
Flawless Execution: On a Turn in which they make a successful Charge, even if that Charge is considered a Disordered Charge, models with the Legiones astartes (Emperor's children) special rule make their attacks in an assult at on initiative step higher than normal - after any initiative modifiers from other special rules have been taken into account. Models with the Legiones Astartes (Emperor's Children) special rule and Vehicle unit type gain a bonus of +1 to all To Hit rolls made for Defensive Weapons when making a Shooting Attack as part of a reaction.
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.
Lords of Profligacy After a Shooting Attack has been resolved against a unit composed entirely of models with this special rule, if that unit is not Falling Back, its controlling player can choose for it to become Stupefied. If a unit becomes Stupefied while Pinned or affected by the Blind or Concussive (X) special rules, it ignores the effects of these while Stupefied. Stupefied A unit that is Stupefied can only fire Snap Shots and cannot make Reactions in any Phase. If a unit that is Stupefied has a Charge declared for it, then that Charge is always considered to be Disordered. Furthermore, whilst Stupefied, all models in that unit increase their Strength Characteristic by +1 and when a model in a Stupefied unit suffers an unsaved Wound, it can make a special Stupefied roll to ignore it. Stupefied rolls may not be taken against attacks that have the Instant Death special rule. Roll a D6 each time an unsaved Wound is suffered. On a 6+, the unsaved Wound is ignored. On any other result the Wound is applied as normal. Add 1 to Stupefied rolls made for units which have the Fearless special rule. A Stupefied roll is a Damage Mitigation roll – any model may make only a single Damage Mitigation roll of any type for any given Wound. At the end of its controlling player’s following turn, the unit is no longer Stupefied. Whilst it is Stupefied, a unit does not take further Morale checks in the Movement phase or Shooting phase and cannot be Pinned. If the unit is forced to move, for example, if it has to Fall Back, it is no longer Stupefied. If assaulted, the unit will fight as usual, but enemy units do not receive the Initiative penalty for having Charged a unit through Difficult Terrain, even if the Stupefied unit is in Difficult Terrain. If a unit becomes Stupefied while making a Charge, then that Charge continues as normal, but is automatically counted as Disordered. Units that are locked in combat can be Stupefied, but take Morale checks in the Assault phase as normal and if forced to Fall Back are no longer Stupefied.