Professional Documents
Culture Documents
HQ
Centurion [90pts]
Selections: Bolt Pistol, Cyber-familiar, Melta Bombs, On Foot, Power Armour (Centurion/Consul),
Refractor Field
Categories: LEGIONES ASTARTES, CHARACTER, INDEPENDENT CHARACTER, CENTURION, HQ, INFANTRY
Rules: Independent Character, Inviolate Armour, Legiones Astartes, Stand and Fight
Unit: Legion Centurion, Wargear Item: Cyber-familiar, Power Armour, Refractor Field, Weapon:
Bolt Pistol, Melta Bombs
Chainsword or Combat Blade
Selections: Chainswords/Combat Blades
Weapon: Chainsword/Combat Blade
Combi-weapon
Selections: Combi-weapon: Meltagun
Rules: Melta
Weapon: Boltgun, Combi-weapon: Meltagun
Consul
Selections: Centurion, Legion
Categories: COMPULSORY HQ, CENTURION
Rules: Compulsory
Wargear
Description Ref
Item
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum of
Cyber- 3) or provides an Invulnerable save of a 6. In addition they allow the HH:AODAL
familiar owner to re-roll failed characteristic tests other than Leadership tests and p89
failed Dangerous Terrain tests.
Power HH:AODAL
Power armour provides a +3 armour save.
Armour p133
Refractor HH:LACAL
Confers 5++ Invulnerable Save
Field p91
Weapon Range Strength AP Type Ref
HH: Core Rule Book
Bolt Pistol 12" 4 5 Pistol
p177
HH: Core Rule Book
Boltgun 24" 4 5 Rapid Fire
p177
Chainsword/Combat HH: Core Rule Book
- User - Melee
Blade p180
Combi-weapon: Assault 1, Melta, One HH: Core Rule Book
12" 8 1
Meltagun Use Only p177
HH: Core Rule Book
Melta Bombs - 8 1 Armourbane, Unwieldy
p183
Fire
Transport Capacity Access Points Ref
Points
Land Raider Phobos 3. One on each side of the hull and HH:AODAL
10 None.
(Transport) one on the front p52
Wargear
Description Ref
Item
Artificer LA:AODAL
Artificer Armour confers a 2+ Armour save.
Armour p131
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum
Cyber- of 3) or provides an Invulnerable save of a 6. In addition they allow the HH:AODAL
familiar owner to re-roll failed characteristic tests other than Leadership tests p89
and failed Dangerous Terrain tests.
While the Apothecary who carries this specialised medical and
alchemical gear is still alive, all Space Marine models in their squad LA:AODAL
Narthecium
and any Space Marine Independent Characters that have joined it p132
have the Feel No Pain universal special rule.
Refractor HH:LACAL
Confers 5++ Invulnerable Save
Field p91
Elites
Night fighting only. it can, after firing all of its weapons, choose to HH: Core
Searchlight illuminate its target with the searchlight. If it does so, it also illuminates Rule Book
itself. p106
Once per game, instead of shooting or flat out movements/running, the
Smoke vehicle can activate smoke launchers. May not fire its weapons that
Launchers turn but recieves a 5+ cover save until next player turn. Unaffected by
weapon destroyed, crew shaken and crew stunned results.
HH6:
Unstable Must always make Sweeping Advances when able, but may never be
Retribution
Internment counted as a scoring unit.
p239
Wargear
Description Ref
Item
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum
Cyber- of 3) or provides an Invulnerable save of a 6. In addition they allow the HH:AODAL
familiar owner to re-roll failed characteristic tests other than Leadership tests p89
and failed Dangerous Terrain tests.
Same as normal Terminator Armour, but with additional special rule: At
Gorgon
the end of any phase in which a model has passed at least one armour
Pattern HH:LAICL
or invulnerable save roll a single D6. On a 4 all models within 6" of the
Terminator p50
unit must test as if they had been hit by a weapon with Blind. Friendly
Armour
units may re-roll this test.
Wargear
Description Ref
Item
Confers 6+ invulnverable save, increasing to a 5+ in close combat. User
Boarding HH:AODAL
is treated as having defensive grenades, but may never claim the extra
Shield p89
attack for being armed with an additional close combat weapon.
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum of
Cyber- 3) or provides an Invulnerable save of a 6. In addition they allow the HH:AODAL
familiar owner to re-roll failed characteristic tests other than Leadership tests and p89
failed Dangerous Terrain tests.
Troops
Wargear
Description Ref
Item
Artificer HH:AODAL
Artificer Armour confers a +2 armour save.
Armour p131
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum of
Cyber- 3) or provides an Invulnerable save of a 6. In addition they allow the owner HH:AODAL
familiar to re-roll failed characteristic tests other than Leadership tests and failed p89
Dangerous Terrain tests.
Power LA:AODAL
Power armour provides a 3+ Armour save.
Armour p133
Weapon Range Strength AP Type Ref
HH: Core Rule Book
Bolt Pistol 12" 4 5 Pistol
p177
HH: Core Rule Book
Boltgun 24" 4 5 Rapid Fire
p177
HH: Core Rule Book
Chainaxe - +1 4 Melee
p180
Chainsword/Combat HH: Core Rule Book
- User - Melee
Blade p180
Combi-weapon: Assault 1, Melta, One HH: Core Rule Book
12" 8 1
Meltagun Use Only p177
HH: Core Rule Book
Frag Grenades 8" 3 - Assault 1, Blast
p182
Krak Grenade HH: Core Rule Book
- 6 4 -
(Assault) p183
Krak Grenade HH: Core Rule Book
8" 6 4 Assault 1
(Shooting) p183
HH: Core Rule Book
Melta Bombs - 8 1 Armourbane, Unwieldy
p183
Wargear
Description Ref
Item
Artificer HH:AODAL
Artificer Armour confers a +2 armour save.
Armour p131
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum of
Cyber- 3) or provides an Invulnerable save of a 6. In addition they allow the owner HH:AODAL
familiar to re-roll failed characteristic tests other than Leadership tests and failed p89
Dangerous Terrain tests.
Vehicles equipped with dozer blades treat their front armour as one higher
Dozer
than normal when ramming. The vehicle can re-roll failed Dangerous
Blade
Terrain tests.
Legion LA:AODAL
A unit with a Legion Vexilla may re-roll failed Morale checks.
Vexilla p132
Power LA:AODAL
Power armour provides a 3+ Armour save.
Armour p133
Weapon Range Strength AP Type Ref
HH: Core Rule Book
Bolt Pistol 12" 4 5 Pistol
p177
HH: Core Rule Book
Boltgun 24" 4 5 Rapid Fire
p177
HH: Core Rule Book
Chainaxe - +1 4 Melee
p180
Chainsword/Combat HH: Core Rule Book
- User - Melee
Blade p180
HH: Core Rule Book
Frag Grenades 8" 3 - Assault 1, Blast
p182
HH: Core Rule Book
Krak Grenade (Assault) - 6 4 -
p183
Krak Grenade HH: Core Rule Book
8" 6 4 Assault 1
(Shooting) p183
Wargear
Description Ref
Item
Artificer HH:AODAL
Artificer Armour confers a +2 armour save.
Armour p131
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum of
Cyber- 3) or provides an Invulnerable save of a 6. In addition they allow the owner HH:AODAL
familiar to re-roll failed characteristic tests other than Leadership tests and failed p89
Dangerous Terrain tests.
Vehicles equipped with dozer blades treat their front armour as one higher
Dozer
than normal when ramming. The vehicle can re-roll failed Dangerous
Blade
Terrain tests.
Legion LA:AODAL
A unit with a Legion Vexilla may re-roll failed Morale checks.
Vexilla p132
Power LA:AODAL
Power armour provides a 3+ Armour save.
Armour p133
Weapon Range Strength AP Type Ref
HH: Core Rule Book
Bolt Pistol 12" 4 5 Pistol
p177
HH: Core Rule Book
Boltgun 24" 4 5 Rapid Fire
p177
HH: Core Rule Book
Chainaxe - +1 4 Melee
p180
Chainsword/Combat HH: Core Rule Book
- User - Melee
Blade p180
HH: Core Rule Book
Frag Grenades 8" 3 - Assault 1, Blast
p182
HH: Core Rule Book
Krak Grenade (Assault) - 6 4 -
p183
Krak Grenade HH: Core Rule Book
8" 6 4 Assault 1
(Shooting) p183
Armourbane, HH: Core Rule Book
Melta Bombs - 8 1
Unwieldy p183
HH: Core Rule Book
Multi-Melta 24" 8 1 Heavy 1, Melta
p178
HH: Core Rule Book
Power Axe - +1 2 Melee, Unwieldy
p181
Rapid Fire, Twin- HH: Core Rule Book
Twin-Linked Boltgun 24" 4 5
Linked p177
Wargear
Description Ref
Item
Artificer HH:AODAL
Artificer Armour confers a +2 armour save.
Armour p131
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum of
Cyber- 3) or provides an Invulnerable save of a 6. In addition they allow the owner HH:AODAL
familiar to re-roll failed characteristic tests other than Leadership tests and failed p89
Dangerous Terrain tests.
Vehicles equipped with dozer blades treat their front armour as one higher
Dozer
than normal when ramming. The vehicle can re-roll failed Dangerous
Blade
Terrain tests.
Power HH:AODAL
Power armour provides a +3 armour save.
Armour p133
Weapon Range Strength AP Type Ref
HH: Core Rule Book
Bolt Pistol 12" 4 5 Pistol
p177
HH: Core Rule Book
Frag Grenades 8" 3 - Assault 1, Blast
p182
HH: Core Rule Book
Krak Grenade (Assault) - 6 4 -
p183
Krak Grenade HH: Core Rule Book
8" 6 4 Assault 1
(Shooting) p183
Armourbane, HH: Core Rule Book
Melta Bombs - 8 1
Unwieldy p183
HH: Core Rule Book
Meltagun 12" 8 1 Assault 1, Melta
p178
HH: Core Rule Book
Multi-Melta 24" 8 1 Heavy 1, Melta
p178
Rapid Fire, Twin- HH: Core Rule Book
Twin-Linked Boltgun 24" 4 5
Linked p177
Wargear
Description Ref
Item
Artificer HH:AODAL
Artificer Armour confers a +2 armour save.
Armour p131
A Cyber-familiar adds 1 to its owners Invulnerable save (to a maximum of
Cyber- 3) or provides an Invulnerable save of a 6. In addition they allow the owner HH:AODAL
familiar to re-roll failed characteristic tests other than Leadership tests and failed p89
Dangerous Terrain tests.
Vehicles equipped with dozer blades treat their front armour as one higher
Dozer
than normal when ramming. The vehicle can re-roll failed Dangerous
Blade
Terrain tests.
Power HH:AODAL
Power armour provides a +3 armour save.
Armour p133
Wargear
Description Ref
Item
Extra Vehicles equipped with extra armour count Crew Stunned results from the BRB
Armour Vehicle Damage table as Crew Shaken results instead. 7th
HH:
Core
Night fighting only. it can, after firing all of its weapons, choose to illuminate
Searchlight Rule
its target with the searchlight. If it does so, it also illuminates itself.
Book
p106
Once per game, instead of shooting or flat out movements/running, the
Smoke vehicle can activate smoke launchers. May not fire its weapons that turn but
Launchers recieves a 5+ cover save until next player turn. Unaffected by weapon
destroyed, crew shaken and crew stunned results.
Wargear
Description Ref
Item
Vehicles equipped with dozer blades treat their front armour as one higher
Dozer
than normal when ramming. The vehicle can re-roll failed Dangerous Terrain
Blade
tests.
HH:
Core
Night fighting only. it can, after firing all of its weapons, choose to illuminate
Searchlight Rule
its target with the searchlight. If it does so, it also illuminates itself.
Book
p106
Once per game, instead of shooting or flat out movements/running, the
Smoke vehicle can activate smoke launchers. May not fire its weapons that turn but
Launchers recieves a 5+ cover save until next player turn. Unaffected by weapon
destroyed, crew shaken and crew stunned results.
Wargear
Description Ref
Item
Vehicles equipped with dozer blades treat their front armour as one higher
Dozer
than normal when ramming. The vehicle can re-roll failed Dangerous Terrain
Blade
tests.
HH:
Core
Night fighting only. it can, after firing all of its weapons, choose to illuminate
Searchlight Rule
its target with the searchlight. If it does so, it also illuminates itself.
Book
p106
Once per game, instead of shooting or flat out movements/running, the
Smoke vehicle can activate smoke launchers. May not fire its weapons that turn but
Launchers recieves a 5+ cover save until next player turn. Unaffected by weapon
destroyed, crew shaken and crew stunned results.
Allegiance
Rite of War
Categories: ALLEGIANCE
Lords of War
Ferrus Manus [415pts]
Selections: Master of the Legion, The Death of Ferrus Manus
Categories: PRIMARCH, LORDS OF WAR, MASTER OF THE LEGION
Rules: Adamantium Will, Battlesmith, Eternal Warrior, Fear, Fearless, Fleet, Independent
Character, It Will Not Die, Master of Mechanisms, Master of the Legion, Precision Shots, Precision
Strikes, Sire of the Iron Hands, Very Bulky
Unit: Ferrus Manus
The Medusan Carapace
Selections: Graviton Gun, Grenade Harness, Heavy Flamer, Plasma Blaster
Rules: Concussive, Gets Hot, Graviton Pulse, Grenade Harness, Haywire
Wargear Item: Nuncio-vox, The Medusan Carapace, Weapon: Graviton Gun, Grenade Harness,
Heavy Flamer, Plasma Blaster, Servo Arm
Wargear
Description Ref
Item
Units arriving via Deep Strike within 6" of a Nuncio-vox do not scatter.
When barrage weapons are used by the controlling player, line of sight
Nuncio- HH:AODAL
may be drawn from any model equipped with a Nuncio-vox as well as the
vox p91
firing model itself. Range is still drawn from the firing model. It may not be
used inside a vehicle.
Confers 2+ save and 3+ Invulnerable. Also contains a nuncio-vox and
The
servo-arm. Ferrus Manus may fire two weapons from the following list (at HH:LAICL
Medusan
the same target) during the shooting phase. - Plasma Blaster - Graviton p53
Carapace
Gun - Grenade Harness (unlimited use) - Heavy Flamer
Assualt: Models equipped with assault grenades don’t suffer the penalty to their Initiative for charging enemies
through difficult terrain, but fight at their normal Initiative in the ensuing combat. (HH: Core Rule Book)
Assault Vehicle: Passengers disembarking from Access Points on a vehicle with this special rule can charge on
the turn they do so (even in a turn that the vehicle was destroyed, or in the following turn) unless the vehicle
arrived from Reserve that turn. (HH: Core Rule Book p157)
Battlesmith: If a Battlesmith is embarked on or in base contact with one or more damaged vehicles during the
shooting phase, they may attempt to repair one of them instead of firing a weapon. To attempt, roll a D6. On a
result of 5+ the Battlesmith may do one of the following:
If a Weapon Destroyed result is repaired, that weapon may be fired in the following shooting phase. The
Battlesmith cannot use this ability if he has gone to ground or is falling back. (HH: Core Rule Book p157)
Blessed Autosimulacra: If the vehicle has lost a hull point, at the end of the controlling players turn roll a D6.
On a result of a 6 one lost hull point is restored. (HH3: Extermination p206)
Bulky: Bulky models count as two models for the purposes of Transport Capacity. (HH: Core Rule Book p161)
Chosen Warriors: All models may issue and accept challenges as if Characters. This does not confer any of
the other special rules associated with Characters. (HH:AODAL p80)
Compulsory: One box on a Force Organisation chart allows you to make one selection from that part of your
army list. Dark boxes indicate compulsory selections, which must be included as part of the army, while the
lighter boxes indicate optional choices, which are only included as part of the army if the player in question
chooses to do so. If constructing an army using the Crusade Force Organisation chart, this would mean that an
army would be required to take at least one HQ choice and two Troops choices. These compulsory choices are
intended to ensure that the core of each army is illustrative of the force represented by the Army List in use, and
that all armies are capable of properly participating in the varied missions available to players in the Age of
Darkness. (AoDRB p132)
Concussive: A model that suffers one or more unsaved Wounds from a weapon with this special rule is reduced
to Initiative 1 until the end of the following Assault phase. (HH: Core Rule Book p161)
Deflagrate: After normal attacks by this weapon have been resolved, count the number of unsaved wounds
caused on the target unit. Immediately resolve a number of additional automatic hits on the same unit using the
weapon’s profile equal to the number of unsaved wounds – these can then be saved normally. Models in the
targeted unit must still be in range in order for these additional hits to take effect. These additional hits do not
themselves inflict more hits. (HH: Core Rule Book p163)
Dreadnought Talon: When first deployed on the battlefield (either at the start of the game or when arriving via
Reserves later on), the Dreadnoughts must be placed within 6" of each other, but afterwards operate
independently and are not treated as a vehicle squadron but operate independently as individual units for the
purposes of taking any actions, as well for determining Victory points in missions which make use of Victory
points for destroying units. (HH:GEAFAQV1.0 p4)
Eternal Warrior: If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant
Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0. (HH: Core Rule Book
p163)
Father to the Brethren of Iron: A Forge Lord (or Iron-Father or Warsmith) must be taken as the compulsory HQ
choice for this detachment if this Rite of War is used as the army’s Primary Detachment. Note that this will
preclude certain other characters from being included in the detachment, and means in most cases that both a
Legion Praetor and a Forge Lord must be taken. (HH:AODAL p101)
Fear: At the start of each Fight sub-phase, a unit in base contact with one or more enemy models that cause
Fear must take a Leadership test (called a Fear test) before any blows are struck. If the test is passed, all is well
and there is no effect. If the test is failed, the unit succumbs to fear – all models in the unit have their Weapon
Skill reduced to 1 for the remainder of that Fight sub-phase. Note that a model that causes Fear is not itself
immune to Fear, and will still need to take a Fear test if it is base contact with any enemy models that cause
Fear. (HH: Core Rule Book p163)
Fearless: Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear
and Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due
to the Our Weapons are Useless rule. If a unit has Gone to Ground and then gains the Fearless special rule, all
the effects of Going to Ground are immediately cancelled. (HH: Core Rule Book p164)
Feel No Pain (5): (HH:LAICL)
Feel No Pain (6+): When a model with this special rule suffers an unsaved Wound, it can make a special Feel
No Pain roll to avoid being wounded (this is not a saving throw and so can be used against attacks that state
that ‘no saves of any kind are allowed’, for example those inflicted by Perils of the Warp).
“Feel No Pain rolls may not be taken against Destroyer attacks (see page 163), unsaved wounds which have the
Instant Death special rule or in instances which state that no saves (of any kind) may be taken.”
Roll a D6 each time an unsaved Wound is suffered. On a 4 or less, you must take the Wound as normal. On a
5+, the unsaved Wound is discounted – treat it as having been saved.
If a unit has the Feel No Pain special rule with a number in brackets afterwards – Feel No Pain (6+), for example
– then the number in brackets is the D6 result needed to discount the Wound. (HH: Core Rule Book p164)
Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when
determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example). (HH:
Core Rule Book p164)
Fury of the Legion: While at least five models remain in the unit armed with bolters or bolt pistols, the squad
can elect to make a Fury of the Legion attack in the Shooting phase so long as they did not move, arrive via
Deep Strike or disembark a vehicle earlier in that player turn. Models making a Fury of the Legion attack may fire
twice with their bolters or bolt pistols against a single target (note that in the case of a combi-weapon, only the
bolter part may fire twice).
Owing to the massive expenditure of ammunition involved, once a squad has made a Fury of the Legion attack it
may not use Overwatch fire later that turn or fire in the Shooting phase of their next player turn, but may
otherwise move, fight in assault, run, etc, normally (place a counter or note next to the unit to represent this).
Fury of the Legion attacks may not be used for Snap Shots, and models joining the unit do not benefit from this
rule and must fire normally, as does any non-bolter weapon used by the squad at the same time as the Fury of
the Legion attack is made (HH:AODAL p40)
Gets Hot: When firing a weapon that Gets Hot, roll To Hit as normal. For each To Hit roll of 1, the firing model
immediately suffers a Wound (armour or invulnerable saves can be taken) – this Wound cannot be allocated to
any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the
Gets Hot special rule. A vehicle instead rolls a D6 for each roll of a 1 to hit. On a roll of a 1, 2 or 3 it suffers a
glancing hit.
D6 - Result
1 - No effect
2-5 - Glancing hit
6 - Penetrating hit (HH: Core Rule Book p164)
Implacable Advance: Units with this special rule are always counted as scoring units in any mission where
Troops are also counted as scoring units. (HH:GEAFAQV1.0 p3)
Independent Character: Independent characters can join other units. They cannot, however, join units that
contain vehicles or Monstrous Creatures. They can join other Independent Characters, though, to form a
powerful multi-character unit! Independent Characters pass Look Out, Sir rolls on a 2+. A unit that contains one
or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting
numbres, but instead tests as if it had at least 25% remaining.
Full details in BRB. Rule too long to copy verbatim. (HH: Core Rule Book p165)
Inviolate Armour: All models with the Legiones Astartes (Iron Hands) special rule reduce the strength of all
shooting attacks against them by -1. ()
It Will Not Die: At the end of each of your turns, roll a D6 for each of your models with this special rule that has
less than its starting number of Wounds or Hull Points, but has not been removed as a casualty or destroyed. On
a roll of 5+, that model regains a Wound, or Hull Point, lost earlier in the game. (HH: Core Rule Book p167)
Legion Consuls: Any Centurion may be upgraded to one of the following roles for the points cost listed, gaining
any wargear and special rules, and abiding by any army limitations shown. No Consul may have more than one
particular upgrade. These upgrades should always be clearly represented on the model.
(HH:AODAL p19)
Legiones Astartes: Units with this special rule may always attempt to Regroup at their normal Leadership
value, regardless of casualties.
In addition to these benefits, units will also have a number of additional special rules and abilities specific to their
‘named’ Legion, all of which will be defined in the Legiones Astartes Army List and other future Forge World
publications.
If an army represents a Legion which does not yet have its own unique Legiones Astartes rule, the controlling
player may instead add either the Stubborn or Furious Charge special rule to the standard provisions of this rule
in the interim. (HH: Core Rule Book p168)
Machine Spirit: Confers the Power of the Machine Spirit special rule.
In a turn in which the vehicle neither moves Flat Out nor uses smoke launchers, the vehicle can fire one more
weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target
unit to any other weapons, subject to the normal rules for shooting. (HH:AODAL p239)
Master of Mechanisms: Has the Battlesmith rule and passes repair checks on a 3. In addition, any vehicles in a
detachment with Ferrus Manus with at least one armour value of 13 or higher gain It Will Not Die. (HH:LAICL
p53)
Master of the Legion: A Legion army may only take one Model with the Master of the Legion rule for every
1000 points. A model with this rule may also take a Command Squad. If serving as the Army's Warlord, they
may also roll twice on the Warlord Trait table and select one of the results. (HH:AODAL p15)
Melta: Ranged weapons with this special rule roll an additional D6 when rolling to penetrate a vehicle’s armour
at half range or less. If the weapon is more than half its maximum range away, it rolls to penetrate as normal.
If a weapon has both the Melta and Blast special rules, measure the distance to the centre of the blast marker
after it has scattered. If this is half the weapon’s range or less, all hits caused by the blast marker roll an addition
D6 when rolling to penetrate a vehicle’s armour. If the centre of the blast marker is more than half the weapon’s
maximum range away after scatter, roll to penetrate as normal. (HH: Core Rule Book p168)
Move Through Cover: A unit that contains at least one model with this special rule rolls an extra D6 when
rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most
circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a
model with the Move Through Cover special rule automatically passes Dangerous Terrain tests. (HH: Core Rule
Book p168)
Murderous Strike: Causes Instant Death on a To Wound roll of 6 (HH:AODAL)
Power Capacitor: - Capacitor Fire: If the tank has not moved this turn, the Laser Destroyer Array becomes an
Ordnance 2 Twin-linked weapon.
- Overcharged Fire: The owning player may declare an overcharged volley if the vehicle has not moved this turn.
The Laser Destroyer Array becomes Ordnance 3, Twin-linked. After firing, roll a D6 - on a 1 the Vindicator
suffers a single Hull Point of damage. (HH:AODAL p69)
Precision Shots: If a model with this special rule rolls a 6 To Hit with a shooting weapon, that shot is a
‘Precision Shot’.
Wounds from Precision Shots are allocated against a model (or models) of your choice in the target unit, as long
as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. A
character that has a Precision Shot Wound allocated to it can still make a Look Out, Sir roll.
Note that Snap Shots and shots from weapons that scatter, or do not roll To Hit, can never be Precision Shots.
(HH: Core Rule Book p169)
Precision Strikes: If a model with this special rule rolls a 6 To Hit with a Melee weapon, that hit is a ‘Precision
Strike’.
Wounds from Precision Strikes are allocated against an engaged model (or models) of your choice in the unit
you are attacking, rather than following the normal rules for Wound allocation. If a Precision Strike Wound is
allocated to a character, they can still make their Look Out, Sir roll. (HH: Core Rule Book p169)
Rapid Tracking: Targets may not take Jink saves against damage from this weapon. (LA:AODAL p127)
Relentless: Relentless models can shoot with Heavy, Salvo or Ordnance weapons, counting as stationary, even
if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire
Heavy, Ordnance, Rapid Fire or Salvo weapons. (HH: Core Rule Book p170)
Rending: If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending
special rule, there is a chance that his close combat attacks will strike a critical blow. For each To Wound roll of
a 6, the target automatically suffers a Wound, regardless of its Toughness. These Wounds are resolved at AP2.
Similarly, if a model makes a shooting attack with a weapon that has the Rending special rule, a To Wound roll
of 6 Wounds automatically, regardless of Toughness, and is resolved at AP2.
In either case, against vehicles, each armour penetration roll of 6 allows a further D3 to be rolled, with the result
added to the total. These hits are not resolved at AP2, but are instead resolved using the model/weapon’s AP
value. (HH: Core Rule Book p170)
Repair: In the Shooting phase instead of firing a weapon, the Rhino may attempt to repair an Immobilised result
on a D6 roll of a 6. (HH:AODAL p35)
Retinue: A single Legion Command Squad may be chosen as a retinue for a Legion Praetor, Primarch, or
Legion special character with the Master of the Legion special rule which is also your Army’s Warlord. They may
not be taken as part of an army on their own, instead sharing a Force Organisation chart choice with the Warlord
they are selected for, nor do they add to the points of a Primarch when determining Lords of War and the 25%
rule. (HH:AODAL p19)
Rocket Barrage: In a turn in which the vehicle has not moved, the multi-launcher’s rate of fire is increased to
Heavy 1+D3. (HH:AODAL p64)
Sacred Trust: In missions where victory points are scored for destroying units, if a Primus Medicae is within 6"
of a friendly Space Marine infantry or jump infantry unit which is wiped out by the enemy, roll a D6. On a 5 the
player whose unit was destroyed also gains a Victory Point, as well as the enemy. (HH1: Betrayal p191)
Sire of the Iron Hands: Has the Relentless and Smash special rules. All shooting attacks against him suffer -1
penalty to their strength.
All models in an army with Ferrus Manus with Legions Astartes (Iron Hands) gain Feel No Pain 6 unless they
already have a superior version of this rule. (HH:LAICL p53)
Specialist Weapon: A model fighting with this weapon does not receive +1 Attack for fighting with two weapons
unless it is armed with two or more Melee weapons with the Specialist Weapon rule. (HH: Core Rule Book p172)
Stand and Fight: All models with the Legiones Astartes (Iron Hands) special rule must pass a Leadership test in
order to make Sweeping Advances after winning an assault or to make a Run move in the Shooting phase. In
addition, models with this rule may not voluntarily Go to Ground. ()
Support Officer: A Consul of this type may not be used as a compulsory HQ choice for the army unless
specifically exempted by a particular Legiones Astartes special rule or Rite of War. (FAQ)
Support Squad: A squad with this special rule may not be chosen as a compulsory choice for the army as part
of the Force Organisation chart. (HH: Core Rule Book p173)
Terminator Armour: If a unit has the option of taking Terminator armour but does not specify a particular
pattern, such as the Legion Terminator Squad entry, its pattern is that represented on the physical models used,
and only a single type of Terminator armour may be chosen for the unit when included in your army.
(HH:AODAL p133)
The Iron Hands: • Inviolate Armour: All models with the Legiones Astartes (Iron Hands) special rule reduce the
strength of all shooting attacks against them by -1.
• Stand and Fight: All models with the Legiones Astartes (Iron Hands) special rule must pass a Leadership test
in order to make Sweeping Advances after winning an assault or to make a Run move in the Shooting phase. In
addition, models with this rule may not voluntarily Go to Ground.
• Rigid Tactics: An Iron Hands detachment may not have more units with the Legiones Astartes (Iron Hands)
special rule in total (including Independent Characters) with the Jump Infantry, Bike or Jetbike types than it does
with the Infantry type. Note that because of this, certain Rites of War are unavailable to Iron Hands armies. (In
the case of Shattered Legions. The army does not gain the benifits of Rigid Tactics) (LA:ADL p44)
Twin-linked: Twin-linked weapons don’t get more shots than normal ones, but they give you a better chance of
hitting with them. If a shooting weapon has the twin-linked special rule, or is described in a model’s wargear
entry as twin-linked, it re-rolls all failed To Hit rolls.