The Horus Heresy: Age of Darkness — 3.0

The Horus Heresy is a tabletop wargame set in the Warhammer 40,000 universe, specifically during the historical event known as the Horus Heresy. In this game, players command armies of Space Marines and other forces, battling for control of objectives and ultimately shaping the fate of the galaxy. The game focuses on recreating the epic conflict between the loyalist Imperium and the traitor forces led by Horus, the Emperor's favored son, as they clash in a galaxy-spanning civil war.

Special Rules are more complicated additions to the core rules found within the game. They deal with more niche situations or specific exceptions to the core rules that allow models and units to properly fill the roles they have on the battlefield.  Not all units or models will have special rules, and some will have more than one, but proper use of special rules on the battlefield can mean the difference between victory and defeat.

A weapon with this special rule causes additional modifiers to a target's leadership characteristic.

If a melee attack made for a weapon or model with this special rule inflicts one or more wounds on a target unit, regardless of whether any damage is inflicted, until the end of the phase, that unit is considered to be Aflame.  If the controlling player of a unit that is Aflame is required to make a Leadership Check during that phase for a combat that includes that unit, the value of X on this special rule is applied as an additional negative modifier to the Leadership Characteristic being used for that check.
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A weapon with the Armourbane special rule counts Glancing Hits as Penetrating Hits. 

When making Armor Penetration Tests for an attack with this Special rule, a result that is equal to, or greater than, the target Armor Value inflicts a Penetrating Hit.  A weapon with this Special rule can never inflict a Glancing Hit, and any Rule that would force them to do so instead inflicts a Penetrating Hit.
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A Vehicle with this Special Rule allows Models to Disembark and Charge without penalty.

A unit that is Disembarked from another Model that has the Assault Vehicle special Rule may have a Charge declared for it in the Charge Sub-Phase of the same Player Turn without being forced to make a Disordered Charge.
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A Model with this Special Rule has a bonus to Repair Tests to remove Statuses

If the Active Player makes a Repair Test in the Statuses Sub-Phase of the End Phase for a Model with the Vehicle Type with this Special Rule, they ignore the usual Target Number of 6.  Instead the value of X attached to the variant of this Special Rule is used as the Target Number for that Repair Test. 

Example:
A model with the Auto-Repair(4+) Special Rule would pass any Repair Tests made for it on the result of a 4 or higher.
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A Weapon with this Special Rule may be used to attack Target Units out of Line of Sight.

If a unit for which a shooting attack is made includes any models with one or more weapons with this Special Rule, then in Step 2 of the Shooting Attack process they may ignore the restriction on requiring Line of Sight to a Target unit.  If a Player uses this Special Rule to declare a Shooting Attack on a unit that the attacking unit cannot draw Line of Sight to, then in Step 3 of the Shooting Attack process that Player may only declare attacks with Weapons that have this Special Rule.

If a weapon with this special rule and the Blast(X) special rule is used to attack a unit without Line of Sight to that unit, then no Hit Test is made and an Indirect Scatter Roll must be made for the Blast Marker placed as part of the attack.  If such a weapon makes more than a single attack then a separate Indirect Scatter Roll is made for each attack.  When making an Indirect Scatter Roll for such an attack, the number of Dice rolled alongside the Scatter Dice is determined by the value of X for the Weapon with the Barrage(X) special rule, the value of these Dice is then totalled to find the distance the attack scatters.
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A model with the Battlesmith(X) Special Rule can repair Vehicles, Automata, and other mechanical units.

In the Controlling Player's Movement Phase as the Active Player, when a Model with the Battlesmith(X) special rule has been selected, but either before or after it has been moved, the Controlling Player of that model may activate this special rule.  Once activated the Controlling Player of the model with the Battlesmith(X) special rule, hereafter referred to as the 'Acting Model', must select one friendly model within 6" of the Acting Model.  The Model selected must have the Vehicle, Automata or Walker Type and is hereafter referred to as the 'Target Model'.  Once a Target Model has been selected, the Player controlling the Acting Model must make an Intelligence Check for the Acting Model.  If the Check is failed there is no further effect, but if the Check is passed then the Player controlling the Acting Model may select one of the following options:

  • Repair: The Target Model gains a number of Wounds or Hull Points equal to the value of X in the Battlesmith(X) special rule variant possed by the Acting Model.  This cannot increase the Target Model's wounds or hull points above its Base Value.
  • Restore: A number of Statuses equal to the value of X in the Battlesmith(X) special rule variant possessed by the Acting Model may be removed from the Target Model.
Activating the Battlsmith(X) special rule does not limit the Acting Model or the Target Model when moving or attacking in the same Turn.
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Models with this special rule may not join units that do not also have this special rule.

A unit that includes any models with this special rule can only join units or be joined by other models with this special rule.
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Attacks made with the Blast(X) special rule use a Blast Marker to determine how many Hits are caused.

When making attacks with a weapon that has the Blast(X) special rule, before any Hit Tests are made, a Blast Marker must first be placed to determine how many Hits may be inflicted by the attack.  The player making the attack must place the Blast Marker indicated in brackets as part of the Special Rule so that the hole in the middle is entirely over the base of any one Model in the Target Unit.  Once the Blast Marker has been placed, the Player making the attack must make a Hit Test for the attack, and each model from the target unit that is fully fully or partially under the Blast Marker will suffer 1 Hit if the Hit Test is successful. 

If the Hit Test is unsuccessful then o Hits are inflicted and the player making the attack must make a Scatter Roll for the Blast Marker ( see the Rules for Scatter on page 187 ).  Once a Scatter Roll has been made for the Blast Marker and it has been moved, on Hit is inflicted on a unit for each model from that unit that is wholly or partially covered by the Blast Marker.

Hits can be scored on both friendly and enemy Units by attacks using the Blast(X) special rule.  hits inflicted by weapons with the Blast(X) special rule are allocated in the same manner as other Hits, regardless of which actual models were under the Blast Marker and the Blast Marker may not be used to inflitc Hits on specific models.

If a Fire Group includes multiple attacks made with the Blast(X) special rule, do not place multiple Blast markers.  A single Blast Marker is placed using the rules detailed above, and a Hit Test is made for each attack in that Fire Group.  For each successful Hit Test, one Hit is inflicted for each model from the target unit that is fully or partially under the Blast Marker.  If any Hit Tests are unsuccessful then, after any Hits made by successful Hit Tests are counted, a single Scatter Roll is made for the Blast Marker, regardless of the total number of unsuccessful Hit Tests.  For each Hit Test that was unsuccessful, one Hit is inflicted ona. unit for each Model from that Unit that is wholly or partially covered by the Blast Marker after the Scatter Roll has been resolved.
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With a Weapon that has the Breaching(X) special rule, there is a chance that a wound test may result in the wound ignoring armor saves.

When any wound test is made for an attack with the Breaching(X) special rule, if the result of the dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Breaching(X) special rule, then if a wound is inflicted by that wound test, that wound becomes a Breaching Wound

A Breaching Wound is always treated as having an AP characteristic of 2 regardless of the characteristics of the weapon used to make the attack.
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Models with the Bulky(X) special rule take up more space on Transport Models

A model with the Bulky(X) special rule does not use up 1 point of the transport capacity when it embarks on a model with the transport sub-type.  Instead it uses up a number of points of transport capacity equal to the value of the X attached to the variant of the Bulky(X) possessed by that model.
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A weapon with this special rule can fire multiple profiles simultaneously.

Each time a model makes a shooting attack with a weapon profile with this special rule, the controlling player can select another profile from the same weapon with this special rule and make attacks with it as part of the same shooting attack.  Note that if that profile also has the Limited(X) special rule, this does not allow it to be selected to make attacks more than the number of times equal to the value of X on that special rule.
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Attacks made with the Critical Hit(X) special rule have a chance to automatically cause a wound and inflict 1 extra point of damage

When any hit test is made for an attack with the Critical Hit(X) special rule, if the result of the dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Critical Hit(X) special rule, then if a hit is inflicted by that hit test, that hit becomes a Critical Hit.

A Critical Hit automatically inflicts a wound without any dice being rolled, counting as the roll of a '6' for any variable special rules that might be triggered by a wound test, and increases the damage characteristic of the hit by +1
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The Deep Strike special rule allows a unit to enter play anywhere on the battlefield.

A unit that includes only models with the Deep Strike special rule that enter play from reserves may make a Deep Strike instead of deploying as described in the reserves rules.  No more than one unit may attempt a deep strike in a given player turn.  The unit attempting a Deep Strike may have another unit without the Deep Strike special rule embarked upon it if the Deep Striking unit includes models with the Transport Sub-Type ( note that some missions may allow more units to attempt a Deep Strike int he same player turn.  This will be specifically noted in the Mission Special Rules section of that mission).  Note that in missions where the reserves mission special rule is not in use, the Deep Strike special rule has no effect.  Furthermore, units may not make use of the Deep Strike special rule during the first battle turn, even if they enter play from reserves.

To perform a Deep Strike, that active player must declare an eligible unit that has entered play from reserves in the reserves sub-phase as the Deep Striking unit.  The active player must then select one model from that unit and place it anywhere on the battlefield.  The model must be at least 1" away from any enemy model, battlefield edge, or piece of impassible terrain.  Once this first model has been placed, the remaining models in the unit must e placed within unit coherency with at least one other model in the same unit and within 6" of the first model placed.  No models may be placed within 1" of an enemy model, any battlefield edge, or piece of impassable terrain.  Any models that cannot be placed using these rules must be removed as a casualty immediately.  This deployment must take place during the reserves sub-phase, and a unit that deploys as Deep Strike may not move in the move sub-phase of the same player turn or have a charge declared for it in the charge sub-phase of the same player turn, but may make shooting attacks as normal.  A unit that is embarked on a model that is deployed as part of a Deep Strike may disembark during the move sub-phase of the same player turn, but may not make any move other than the move made to disembark and may not have a charge declared for it in the charge sub-phase of the same player turn.

Enemy units may declare intercept reactions against a unit deployed as part of a Deep Strike, but not reposition reactions.  
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Unsaved wounds inflicted by attacks with the Deflagrate(X) special rule can cause additional hits.

At the end of step 9 of the shooting attack process for any fire group or strike group that includes weapons with the Deflagrate(X) special rule, create a new fire group or strike group that must then be selected in stet 10 and resolved.  This new fire group or strike group includes a number of hits equal to the number of unsaved wounds caused by the fire group or strike group that triggered its creation.  These hits all have a strength equal to the value of X attached to the variant of the Deflagrate(X) special rule possessed by weapons in the preceding fire group or strike group, an AP of '-', a damage of 1, and no special rules.
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Weapons with this special rule can only attack vehicles and immobile models.

A weapon or attack with this special rule may only be selected during step 2 of any combat in the fight sub-phase if the unit making attacks is only locked in combat with enemy units composed of models with the vehicle type and models with the movement characteristic of 0 or -.  If a unit is locked in combat with any enemy units that include any models that do not have the vehicle type or movement characteristic of 0 or -, then no model may use a weapon or other attack that has this special rule.

A weapon or other attack with this special rule may also be used to make attacks targeting a model with the building type or terrain piece that has a toughness or armor characteristic.
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A weapon with the Duellist's Edge(X) special rule grants a bonus to focus rolls in challenges.

In step 3 of the challenge sub-phase, the focus step, if a player has declared that the model under their control will use a weapon with the Duellist's Edge(X) special rule or has the Duellist's Edge(X) special rule, then that player gains a bonus equal to the value of X on the Focus Roll.
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A model with this special rule takes less damage from attacks.

When a model with the Eternal Warrior(X) special rule is allocated an unsaved wound, the damage of the unsaved wound is reduced by the value of X attached to the specific variant of the Eternal Warrior(X) special rule.  The effects of this special rule cannot reduce the damage of an unsaved wound to less than 1, regardless of the value of X.
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A player scores less victory points when they destroy a unit that includes only models with this special rule.

The number of victory points scored by the opponent when a unit that includes only models with this special rule is entirely removed as casualties, for example, as part of the Vanguard(X) special rule, First Strike(X) or Slay the Warlord(X) mission special rules, is reduced by the value of X, to a minimum of 1.  If a unit includes models with different variants of this special rule, then the lowest value of X that was present on any model in the unit at the start of the player turn in which the last model in the unit is removed as a casualty is used to determine the effect of this special rule on that unit.

Not that, if, at the start of any player turn a unit includes any models that do not have this special rule, then this special rule has no effect on that unit for the duration of the player turn regardless of how many other models in the unit may have any variant of this special rule.
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A model with this special rule can explode and cause hits to nearby models and units. 

Before a model with the Explodes(X) special rule is removed as a casualty, the controlling player must roll a dice.  If the result of that roll eqals or exceeds the value of X attached to this variant of the Explodes(X) special rule, the model explodes.  Every unit with one or more models within 6" of an exploding model suffers a number of hits equal to the base wounds characteristic or base hull points characteristic of the exploding model.  Each such hit has a strength characteristic of 8, and API characteristic of -, and a damage characteristic of 1.  Once all hits caused by this special rule have been resolved, the model with the Explodes(X) special rule is removed as a casualty as normal.
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A unit that only includes models with the Fast(X) special rule gains a bonus to Rush and Charge moves.

When the player controlling a unit that is composed entirely of models with the Fast(X) special rule elects to have that unit rush, ad the value of X attached to the specific variant of Fast(X) to the distance the unit can move.  Likewise, when a unit composed entirely of models with the Fast(X) special rule is required to make a charge move, add the value of X attached to the specific variant of the Fast(X) special rule as a positive modifier to the charge roll.  Ina ny situation where a unit includes models with two or more variants of the Fast(X) special rule, the lowest possible modifier is used.
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Models near an enemy model with the Fear(X) special rule must reduce their advanced characteristics.

When any model from a unit is within 12" of an enemy model with the Fear(X) special rule, all models in that unit must reduce their Leadership, Willpower, Cool, and Intelligence characteristics by the value of X.  This negative modifier is removed as soon as no models in a given unit are within 12" of any model with the Fear(X) special rule.  If a unit would be affected by multiple instances of the Fear(X) special rule, the value of X is not stacked and instead the single highest value is used as a negative modifier.
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Feel No Pain(X) is a damage mitigation test that may be taken in addition to a saving throw.

A model with the Feel No Pain(X) special rule gains a Feel No Pain damage mitigation test that may be use in step 9 of the shooting attack process or step 8 of the initiative step of the fight sub-phase process to discard wounds allocated to the model.  A damage mitigation test may be made after and in addition to a saving throw.  The target number for a Feel No Pain damage mitigation test is the value of X attached to the specific variant of the special rule.
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A model with this special rule does not have to make volley attacks as snap shots.

When a model with this special rule makes volley attacks, it is not required to fire snap shots.  In addition, after making volley attacks in step 4 of the charge procedure, a unit containing any models with this special rule is not required to make a charge roll in step 5.  If the controlling player chooses not to make a charge roll in step 5 of the charge procedure then the charge procedure ends immediately.
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A model with the Firing Protocols(X) special rule may attack with more than one ranged weapon. 

A model with the Firing Protocols(X) special rule that makes attacks as part of a shooting attack, may make attacks with a number of weapons equal to the value of X attached to the specific variant of the Firing Protocols(X) special rule.  The model must have more than one ranged weapon to make use of this special rule and may not use the same weapon more than once in the same shooting attack.
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A weapon with this special rule may double a characteristic with a Willpower Check, but may suffer Perils of the Warp.

When selected to be used as part of a combat or shooting attack, a Willpower Check may be made for the model that will use the weapon to make attacks.  If it is successful then the characteristic listed as X is doubled ( if that characteristic is AP, then the AP is instead changed to AP 2 ).  If a double is rolled when making this Willpower Check then the model using the weapon to make attacks suffers Perils of the Warp.
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The Hatred(X) special rule grants bonuses against enemies of a specific faction, type, or trait.

When locked in combat, or engage in a challenge, with any enemy models that have the type or trait that is the value of X, then all models with this variant of the Hatred(X) special rule gain a bonus of +1 to all wound tests made in that combat.
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Weapons with the Heavy(X) special rule gain a +1 to a characteristic when stationary.

When making a shooting attack with a weapon that has the Heavy(X) special rule, a modifier of +1 is added to a characteristic if the model with that weapon is part of a unit that remained stationary in the controlling players previous movement phase.  If the characteristic listed is AP, then instead it improves the AP by one step ( see rules for modifying saves and AP on page 168 ).  The value of X in the specific variant of the Heavy(X) special rule determines which characteristic gains the +1 modifier.
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A unit that includes any models with this special rule cannot claim objectives.

A unit that includes any models with this special rule cannot control or contest any objective marker.  This overrides any other rule or special rule that may apply to the unit regardless of the source of the rule or effect.
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A model with this special rule must be deployed with its doors open.

When a model with this special rule is deployed, any doors on the model must be opened to their full extent.  Any unit embarked upon a model with this special rule must disembark in the move sub-phases immediately following the reserves sub-phase in which it was deployed.  Any model that cannot disembark from the model with this special rule in that move sub-phase is removed as a casualty.
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On a successful charge, a model with the Impact(X) special rule temporarily increases a characteristic by 1.

If a unit that includes any models with the Impact(X) special rule or any models that have any weapons with the Impact(X) special rule, and that unit makes a successful charge, then this special rule is triggered.  Once triggered, until the end of the assault phase, when making melee attacks for models in that unit, each model or weapon that is selected for one of those models, that has a variant of this special rule games a modifier of +1 to any characteristics that is the value of X.
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Models with this special rule can make volley attacks with other weapons.

The controlling player of a model with this special rule treats all ranged weapons such a model has that do not have any variant of the Heavy(X) special rule or Ordinance(X) special rule as having the assault trait.
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Models with the Infiltrate(X) special rule can deploy outside of their deployment zone.

At the start of a mission, when deploying units, the controller player of a unit that is composed entirely of models with the Infiltrate(X) special rule may choose to deploy that unit outside of that player's deployment zone.  That unit may be deployed anywhere that is either in the controlling player's deployment zone or outside of the opposing player's deployment zone and is at least a number of inches equal to the highest value of X attached to any variant of the Infiltrate(X) special rule in that unit away from any enemy model.

Units deployed using the Infiltrate(X) special rule are deployed at the same time as other units under a player's control, unless the specific rules of a given mission state otherwise.  The Infiltrate(X) special rule only has an effect when deploying units before the start of the first turn of battle, and units deploying onto the battlefield after the first turn has begun gain no benefit from this special rule.  A unit that is deployed outside of the controlling player's deployment zone by means of this special rule many not have a charge declared for it in the first battle turn.
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Models with this special rule cannot carry models with the Bulky(X) special rule.

Models that have any variant of the Bulky(X) special rule may not embark on a model that has this special rule.
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A weapon with the Limited(X) special rule can only be used to attack a limited number of times per battle.

A weapon with the Limited(X) special rule may only be used to make attacks as part of a shooting attack or combat a number of times equal to the value of X attached to the specific variant of the special rule.  Each time it is used to make attacks, the firepower characteristic or attacks modifier characteristic of the weapon is not modified by this special rule, only the number of times it may be selected in a given battle.
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A unit of models with this special rule can control objectives more easily and scores more victory points for controlling an objective.

If a unit that controls an objective includes a majority of models with the Line(X) special rule then, whenever the controlling player scores victory points for controlling that objective, an addition number of victory points equal to the value of X are scored. 

Example:
A unit of 10 models, of which the majority have the Line(3) special rule, hold an objective worth 1 victory point, when the controlling player scores victory points for that objective, they would score a total of 4 victory points.

Furthermore, the value of X is added to the tactical strength of a model that has that special rule to determine its ability to control objectives ( see core missions on page 308 ).

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This special rule determines the difficulty of any recovery tests made due to other reactions or special rules.

If a unit includes one or more models with the Medic(X) special rule, then certain other special rules, reactions, or gambits may allow the controlling player to make recovery tests for other models in the same unit.  Note that the Medic(X) special rule does not allow recovery tests to be made, but simply establishes the target number for such tests.  Recovery tests may only be made if another special rule, reaction, or gambit allows them ( see, for example, the Medic! advanced reaction )
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This special rule increases the amount of damage against vehicles when shooting attacks are made within a specific range.

If at least one model in a unit with the vehicle type that is targeted by a shooting attack made by a model using a weapon with this special rule is within a range equal to or less than the value specified by X, that attack has the Armourbane special rule and the damage of  Penetrating Hits caused by that attack is doubled.
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The Move Through Cover special rule allows the penalties of terrain to be ignored.

A unit that includes at least one model with the Move Through Cover special rule ignores the effects of difficult terrain and dangerous terrain.  If called upon to take a dangerous terrain test then such a unit is assumed to automatically pass without any dice being rolled.
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Models with this special rule allow more auxiliary detachments to be included in an army.

If a model with this special rule is selected to fill a command slot in any detachment in the crusade force organization chart, then the controlling player may select a number of auxiliary detachments equal to the value of X in this specific variant of this special rule instead of just one.
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A model with this special rule must Deep Strike.

A model with this special rule must be deployed onto the battlefield using the Deep Strike special rule and is treated as though it has that special rule.  It may never be deployed without using the Deep Strike special rule, regardless of any other rule or mission, and if forced to do so it is immediately reduced to 0 hull points.
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Weapons with the Ordinance(X) special rule double the value of a characteristic when stationary.

When making a shooting attack with a weapon that has the Ordinance(X) special rule, a modifier of x2 is applied to a characteristic if the model with the weapon is part of a unit that remained stationary in the controlling player's previous movement phase ( if that characteristic is AP, then AP is instead changed to AP 2 ).  The value of X in the specific variant of the Ordinance(X) special rule determines which characteristic gains the x2 modifier.
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A unit of models with the Outflank special rule can enter play from outside of deployment zones.

A unit made up entirely of models with this special rule that enters play from reserves may do so from any point on the battlefield edge.  The unit may not enter play from any point that is within the opposing player's deployment zone or within 7" of any enemy model.

Note that a unit embarked on a model with the Outflank special rule does not need to have the Outflank special rule in order for the model it is embarked upon to benefit from it.  A model that enters the battlefield from a point outside of the controlling player's deployment zone by means of this special rule, and any units embarked on such a model, may not have a charge declared for them in the payer turn on which they enter play.
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Weapons with this special rule may inflict hits on the models making shooting attacks with them.

When the controlling player declares that attacks will be made for a model using a weapon or profile that has the Overload(X) special rule, any hit tests made for those attacks that result in a number that is equal to or less than the value of X attached to the variant of the Overload(X) special rule that the weapon had, before any modifiers are applied to the roll, are Misfires.

For weapons that do not make Hit Tests, such as weapons with the Template special rule, instead roll a number of dice equal to the Firepower Characteristic of the weapon used to make the attack after the attack has been declared and the number of models hit is determined.  Each dice that results in a number equal to or less than the value of X attached to the variant of the Overload(X) special rule that the weapon had creates a Misfire.  This does not affect the number of hits on the target unit created by this attack.

For each Misfire, the unit for which the hit tests were made for suffer a Hit.  These hits must form a new fire group or strike group, referred to as the Misfire Group.

Once the current shooting attack and any reactions triggered by it have been fully resolved, the Misfire Group must be resolved.  A Misfire Group is resolved int he same way as any other fire group or strike group, using the profile of the weapon used for the fire group or strike group it was created from.  Wounds, Glancing Hits, or Penetrating Hits from this Misfire Group are allocated by the controlling player, and must be allocated to a model that made attacks as part of the fire group or strike group that generated the Misfire Group.  If a hit from a Misfire Group is generate by an attack made by a model with the vehicle type, then it is resolved against the lowest armor value from all of the model's facings.

Hits, Wounds or Casualties inflicted upon a unit as a result of this special rule do not cause Leadership or Cool Checks, and hits inflicted as part of a Misfire Group do not trigger any special rules that take effect as a result of a certain value on a hit test.
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Weapons and other attacks that have the Panic(X) special Rule have a chance of inflicting the routed status on the target unit.

If a shooting attack made for a weapon or model with this special rule inflicts one or more wounds on a target unit, regardless of whether any damage is inflicted, that target unit must make a Leadership Check in the morale sub-phase of the same player turn.  If this check is failed then all models in the unit gain the routed status, if the check is passed then there is no further effect.  The value of X attached to this special rule is applied as a negative modifier to the leadership characteristic of models in the target unit when making checks caused by an attack with this special rule.  If the attack includes multiple weapons with different versions of this special rule the modifiers do not stack.  Instead, use on the greatest modifier.
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Unsaved wounds with the Phage(X) special rule reduce a characteristic by 1.

If an attack made for a weapon or model with this special rule inflicts one or more unsaved wounds on a target unit, then once the shooting attack or initiative step in which the unsaved wound was inflicted has been completely resolved, all remaining models in the unit that was the target of the attack must reduce the characteristic that is the value of X for that variant of the Phage(X) special rule by 1 for the remainder of the battle.  Models in a unit may have any number of different characteristics reduced by 1 by the Phage(X) special rule, but no individual characteristic may be reduced by more than 1 by the Phage(X) special rule no matter how many unsaved wounds with any variant of that special rule are allocated to models in that unit.
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Weapons and other attacks that have the Pinning(X) special rule have a chance of inflicting the Pinned status on the target unit.

If a shooting attack made for a weapon or model with this special rule inflicts one or more wounds on a target unit, regardless of whether any damage is inflicted, that target unit must make a Cool Check in the morale sub-phase of the same player turn.  If this check is failed then all models in that unit gain the Pinned Status, if the check is passed then there is no further effect.  The value of X attached to this special rule is applied as a negative modifier to the cool characteristic of models in the target unit when making checks caused by an attack with this special rule.  If the attack includes multiple weapons with different versions of this special rule the modifiers do not stack.  Instead only use the greatest modifier.
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A model may attack with two weapons that have the Pistol special rule.

During step 3 of any shooting attack, a player may choose to have a model under their control make attacks with two weapons rather than on if both weapons have the Pistol special rule.
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A weapon with the Poisoned(X) special rule has a chance to cause a wound regardless of the target's toughness.

When making a wound test for hits that have the Poisoned(X) special rule, if the result of any dice rolled is equal to or greater than the value of X attached to the specific variant of this special rule, then a wound is caused automatically, regardless of the toughness characteristic used to determine the target number.  A hit that has this special rule may still inflict a wound by passing a wound test as normal, instead of using this special rule, but never inflicts more than 1 wound if it would both pass the wound test and trigger the Poisoned(X) special rule.  Wounds caused using the Poisoned(X) special rule retain the AP and damage of the weapon and saving throws and damage mitigation tests may be made to discard them as normal.  The Poisoned(X) special rule has no effect on models that have the vehicle type, and limited effect on models with the automata or walker types ( See the rules of walkers and automata on page 174 and 175)
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Attacks made with the Precision(X) special rule are allocated by the attacking player, not the defender.

When any hit test is made for an attack with the Precision(X) special rule, if the result of the dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Precision(X) special rule, then if a hit is inflicted by that roll, that hit becomes a Precision Hit.

These Precision Hits must form a separate fire group or strike group.  Wound tests are mad as normal for the Precision Hits and cause Precision Wounds.  In step 8 of the Shooting Attack process or Step 7 of the Initiative Step sequence, when selecting a target model for a fire group or strike group that is made up of Precision Wounds, the target model is not selected using the normal rules.  Instead the attacking player chooses which model in the target unit will be the target model, and may select any model that is part of that unit.

Note that models engaged in a challenge cannot use this special rule to allocate hits to any model other than the enemy model that is engaged in the same challenge and that any attacks which are made as Snap Shots, or for weapons or attacks that have either the Blast(X), Barrage(X), Template or Reaping Blow(X) special rules, may never trigger the Precision(X) special rule no matter what the result of the hit test is.
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Weapons with this special rule are better able to utilize it for intercepting new arrivals on the battlefield.

Each time a model makes a shooting attack as part of the Intercept Advanced Reaction, its controlling player can select a weapon with this special rule for that shooting attack, even if it is not a defensive weapon.
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If a model with this special rule is outnumbered, it gains extra attacks.

If a model is outnumbered in combat and either has this special rule or is made to attack with a weapon that has this special rule, then that model gains a bonus to its attacks characteristic equal to the value of X attached to the variant of this special rule it has access to.  To be considered outnumbered, the total number of friendly models locked in the same combat must be less than the total number of enemy models locked in the same combat.  Models with the Bulky(X) special rule count as a number of models equal to the value of X int he variant of the Bulky(X) special rule that model has.  This special rule has no effect during the challenge sub-phase, and no model that is engaged in a challenge may gain additional attacks due to this special rule.
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A Recovery Test is made when one or more unsaved wounds are allocated to a model, and is resolved by rolling a dice and comparing the result to the value of X in the variant of the Medic(X) special rule present in a unit, then the controlling player chooses which is used to determine the target number.  If the recovery test is successful then a single unsaved wound allocated to the model has its damage reduced by 1 to a minimum of 0.  If a recovery test is failed, then any unsaved wounds allocated to the model are resolved as normal.
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With a weapon that has the Rending(X) special rule, there is a chance that a hit test may result in an automatic wound.

When any hit test is made for an attack with the Rending(X) special rule, if the result of the dice roll, before any modifiers are applied is equal to or greater than the value of X attached to this variant of the Rending(X) special rule, then if a hit is inflicted by that hit test, that hit test becomes a Rending Hit.

When required to make wound test for a Rending Hit, no dice are rolled and the wound test succeeds automatically regardless of the weapon's strength or the target's toughness.  The wound test is treated as if the result had been 6 for the purpose of any rules that would be triggered on certain results of a wound test.  Wounds caused by a Rending Hit use the AP and damage characteristics of the weapon used to make the attack and retain any special rules that weapon had.

If the target unit for an attack made with a weapon that has this special rule includes any models with the vehicle type, the this special rule has no effect.
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Weapons with the Shock(X) special rule have a chance of inflicting statuses on vehicles even if it does not penetrate their armor.

When making a hit test for a weapon with this special rule against a target unit that includes any models with the vehicle type or walker type, the result of the hit test before any modifiers are applied must be checked.  If any hit test for a weapon with the Shock(X) special rule results in a 5 or 6 before any modifiers are applied, then all models with the vehicle type or walker type in the target unit gain a status at the end of step 11 of the shooting attack process or step 10 of the initiative step process.  The status gained is indicated by the value of X attached to that variant of the Shock(X) special rule.  If the model already has the the stated status or that attack would apply the status multiple times there is no additional effect and this special rule never causes a model to lose wounds or hull points.  Hits inflicted by a weapon with this special rule must still have wound tests or armor penetration tests made for them, and are not discarded if they trigger this special rule.
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Weapons with this special rule gain one optional additional special rule when used to attack.

When a shooting attack is made that includes one or more weapons with this special rule, at the start of step 3 of the shooting attack procedure, the attacking player can select one of the following special rules for all weapons with this special rule to gain until the end of the shooting attack:
  • Panic(1)
  • Breaching(4+)
  • Suppressive(2)
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Attacks made with the Shred(X) special rule can sometimes inflict an extra point of damage.

When any wound test is made for an attack with the Shred(X) special rule, if the result of the dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Shred(X) special rule, then if a wound is inflicted by that wound test, the damage characteristic of that wound is increased by 1.  Note that the Shred(X) special rule may only be triggered by a wound test and has no effect when making an armor penetration test.
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Shrouded(X) is a damage mitigation test that may be taken in addition to a saving throw.

A model with the Shrouded(X) special rule gains a shrouded damage mitigation test that may be used in step 9 of the shooting attack process to discard wounds allocated to the model.  A damage mitigation test may be made after an in addition to a saving throw.  The target number for a shrouded damage mitigation test is the value of X attached to this specific variant of the special rule.  A shrouded damage mitigation test may not be made against wounds inflicted by a melee weapon.
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Attacks made with the Skyfire special rule ignore penalties when attacking flyers.

A hit test made for a weapon with the Skyfire special rule ignores any rule that would require attacks made targeting an enemy unit that contains any models with the flyer sub-type to be made as snap shots.  Instead such an attack makes a normal hit test using the ballistic skill of the attacking model.  This includes attacks made as part of any reaction.  A unit that includes models with any tactical status may not benefit from the effects of this special rule.
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Models with this special rule cannot pursue fleeing enemy units.

In step 4 of the resolution sub-phase, a player that has won combat cannot choose for a unit that includes any models with this special rule to Pursue, and must instead select another eligible option for that unit.
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Weapons and other attacks that have the Stun(X) special rule, have a chance of inflicting the Stunned status on the target unit.

If a shooting attack made for a weapon or model with this special rule inflicts one or more hits on a target unit, that target unit must make a Cool Check in the morale sub-phase of the same player turn.  If this check is failed then all models in the unit gain the Stunned status and if the check is passed then there is no further effect.  The value of X attached to this rule is applied as a negative modifier to the Cool Characteristic of models in the target unit when making checks caused by an attack with this special rule.  If the attack includes multiple weapons with different versions of this special rule, the modifiers do not stack.  Instead use only the greatest modifier.
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A unit that contains models with this special rule scores fewer victory points for controlling objective markers.

A unit that includes any models with the Support Unit(X) special rule may only ever score a maximum number of victory points equal to the value of X for controlling an objective, regardless of the value of that objective, or any other special rules models in that unit might have ( such as the Line(X) special rule )
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Weapons and other attacks that have the Suppressive(X) special rule have a chance of inflicting the Suppressed status on the target unit.

If a shooting attack made for a weapon or model with this special rule inflicts one or more hits on a target unit, that target unit must make a Cool Check in the morale sub-phase of the same player turn.  If this check is failed all models in the unit gain the Suppressed status, and if the check is passed then there is no further effect.  The value of X attached to this rule is applied as a negative modifier to the Cool Characteristic of models in the target unit when making checks caused by an attack with this special rule.  If the attack includes multiple weapons with different versions of this special rule the modifiers do not stack.  Instead, use only the greatest modifier.
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Weapons and attacks with the Template special rule use the Flame Template to determine how many models they hit.

When making attacks for a weapon or other effect that has the Template special rule, or otherwise uses a Template, not hit tests are made for the attack.  Instead when directed to make hit tests for such an attack, a single template is placed to determine how many hits are generated.  A template must be placed so that its narrow end is touching the base of the model, the edge of the model's hull ( if it has the vehicle type ) or other point being used to make the attack, and so that no part of the template covers or touches a friendly model's base, hull, or otherwise would inflict hits on a friendly model.  Within these restrictions, the player making the attack may place the template in an orientation of their choosing as long as tat least one model from the original target unit remains under the template.  If the template cannot be placed under these restrictions, such as if it cannot be placed without covering or touching friendly models, then no attack may be made.

Once the template has been placed a number of hits using the profile of the weapon or effect are inflicted on the target unit equal to the number of models touched or covered by the template.  If the weapon or attack has a firepower characteristic greater than 1 then only a single template template is placed, but the number of hits inflicted per model touched or covered by the template is equal to the firepower characteristic of the attack or weapon.  If more than one enemy unit has models that are touched or covered by the template in its final position, then hits are inflicted on all such units as noted above.  Hits on units other than the original target form a new fire group that must be placed to one side and used to resolve a separate shooting attack on the additional target unit once all attacks and fire groups from the original shooting attack have been fully resolved.  When resolving armor penetration tests for hits inflicted by a weapon with this special rule, the position of the model that was used to make the attack is used to determine which armor facing is used ( see page 220 ).

Note that rules require a Template to be placed in base contact with the model being used to make the attack, but this model is not counted as having been hit by the attack and does not stop the attack from being made.  However, this only applies to the individual model being used to make the attack, not to other models in the same unit.

Weapons with this special rule will have their range characteristic as Template.  This does not count as a value of 0 or -.  If a rule requires a number for the range characteristic ( other than for making attacks which must be conduced using the rules noted above) then all weapons and attacks with this special rule are considered to have a range characteristic of 8.
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A unit that includes models with this special rule scores fewer victory points for controlling objectives, but can score victory points for destroying enemy units that hold objectives.

A unit that includes a majority of models with the Vanguard(X) special rule may only ever score 1 victory point for controlling an objective regardless of that objective's value ( see Core Missions on page 308 ).  However, the player that controls a unit that includes a majority of models with the Vanguard(X) special rule gains victory points equal to the value of X in the Vanguard(X) special rule, in addition to any victory points scored for controlling an objective, whenever either of the following two statuses are fulfilled:
  • If an attack made for a unit that includes a majority of models with the Vanguard(X) special rule causes the last model in an enemy unit that is controlling or contesting an objective to be removed as a casualty.
  • If a unit that includes a majority of models with the Vanguard(X) special rule has at least one attack made for it in a combat that results in on or more enemy units that had a least one model within 3" of an objective at the start of the assault phase falling back from combat.
Note that the Vanguard(X) special rule may only be used to score victory points once per objective per player turn, no matter how many enemy units were controlling or locked in combat near that object.
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A model with this special rule ignores Penetrating Hits as long as it still has active void shields.

A model with this special rule has a number of void shields equal to the value of X.  While a model with this special rule still has Void Shields, each time that model suffers a Penetrating Hit as a result of a shooting attack, reduce the damage of that Penetrating Hit to 0, and reduce the number of Void Shields this model has by 1.  If the number of Void Shields a model has is reduced to 0, this special rule has no further effect during that battle.
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