Via Fen on Warseer
IF
-must challenge,rerolls to hit in challenge
-+1BS with bolt-type weapons.TkH on heavy weapon squads
-stubborn while inside fortifications/barricades/covers
-enemy may force to ignore the variable lenght rule and play 6 full turns
Can't have more
FA/Elite than troops
Dorn is the cheaper primarch in the book.Makes for a good melee fighter,can halve his attacks to add 2
str &
ID to them.He can buff 3 fortifications per game
-Sire of the Imperial fists:Every IF on the field can use his
LD for leadership and pinning tests.He and every IF unit gain +d3 to see who wins a combat while he's in play
-Can have a special Thunderhawk as dedicated transport (no
LoW slot used)
Sigismund and Polux were plain to see in the preview
Special equipment
-Solarite power first (only characters,replace
TH,standard
PF with better
AP &
Mc.)
-Vigilus pattern stormshield (works as
40k storm shield,terminators/terminator characters)
-Prototype pattern
AC (shared with the
BA,works as
40k AC but on triple 1 can't be fired for the rest of the game,can be taken instead of flamers by terminator squads)
-Teleporttation transponder (unit with it can
DS,terminators/terminator command squads)
Templar brethren-
WS 5,2A,artificer armour,power swords and furious charge for entire unit.The chapter champion has 2W
Phalanx warder squad- unique breacher squad , may be upto 20 man strong - every man may take a power axe.+1I if charged as long as 5+ warder alive.Every friendly model that joins the unit gains the bonus
IW
-all grenades have wrecker
-rerolls pinning and ignore morale tests from shooting
-they seem to have a rule that encourages firing bolters before charging (can't find what it does
atm)
-same as the fist,they might be forced to play 6 turn games
Warsmiths are an upgrade for one praetor per army.Can nerf enemy terrains like
40k warpsmiths.can't be given some equipment but gains another special rule
Golg (tertminator praetor) makes terminator troops
Valhen (warsmith) is a good defensive character and a loyalist
Perturabo makes for a good fighter with Forgebreaker (that must be paid as an upgrade,he punches people with his fists without it).Can call down an orbital bombardment per game and start to roll reserves sooner than normal
-Sire of the Iron warriors:makes every
IW stubborn if he's on the field.
-Can have a special Shadowsword as dedicated transport (no
LoW slot used)
Special equipment
-Shrapnel bolts (reduces
ap,gives pinning,only heavy bolter-type weapons)
-Cortex Controller (only warsmiths/techmarines)
Tyrant siege terminators - terminator squad ALL equipped with cyclone launchers with wrecker
usr
Iron havoc squad - heavy support unit with tank hunters and deadly aim ( reduces enemy cover save by 1 ),start with shrapnel bolt heavy bolters and can upgrade to
ml/autocannons/lascannon
RG
-infantry has infiltrate and fleet
-everything else (non veichle/walker) has furious charge
-can't have more tanks than infantry units
Corax has good stats.One rule gives him multiple attack patterns.Enemies can fire at him only as snapshot (unless demons/psychers and some other things like that) and he might ALWAYS be removed from the table and placed back in reserve (even if he's in melee,unless the enemy has higher I than he does)
-Sire of the raven guard:All the
RG units consider run dice as 6" and have acute sense while he's on the field.He has +1I +1S every turn he charges
-he has a second version of the rules to represent his weakened form during the hunt/escape from Istvaan (lesser stats/lost-replaced-damaged equipment)
Strike captain Mauln is a unique consul,he allows reroll of reserve for drop pods/flyers
Special equipment
-Raven talons (any model with
LC,upgrades them to
Mc.+rending)
-Camelioline (same as always,only on foot
PA characters)
-Infravisor (gain night vision,tests blind on I1,only characters)
Darkwing pattern storm eagle - reduced transport capacity,stealth,outflank
Dark fury assault team:Jump infantry with bonus I on charge and special cover save the turn they deep strike
AL
-must choose one of the following for everyone when picking warlords traits - scout, infiltrate, tank hunters, counter-attack, move through cover, adamntium will
-if you suffer more units destroyed than your opponent you concede an additional victory point
They have a special consul type,the saboteur.He must start in reserve and has a special attack when he enters the field,doesnt count for the number of minimum
hq choices/number of unit in reserve and canìt join units.As the warsmith,can't be given some equipment and has some extras of his own
There is a rule that allows them to take units that are not from the
AL list
Alpharius has taken some lessons from dark elves assassins (he can hide inside units and pop-out when he wants to).He steals initiative on 4+ and outflanking units have bonus movement when entering the field.Also,if the enemy has a unit in reserve of the same type of an
AL unit in reserve,when the enemy brings that unit in play,on 4+ the
AL unit enters the game instead.
-Sire of the Alpha legion.Once he reveals,all
AL model have prefferred enemy (everything).He has
PE(e.),counter attack , move through cover , scout , crusader once revealed
Exodus is a really good sniper
Dynat is a special praetor
Special equipment:
-venom spheres (taken by praetor/apoth/tech with frag granades,gives
HoW)
-venom spheres harness
-banestrike shells (same as
BL)
-power daggers (same as power swords but lowers strenght and gives rending)
Headhunter kill team - seeker squad , all armed with banestrike shells and power daggers
Lernaean terminator squad - cataphractii squad with power axes and volkite chargers,two may take conversion beamers
Each primarch has obviosly more rules than those,mostly from weapon/armors
Source:various ones

i've underlined the 3 parts that seem to be reported by one source only (probably they are rites of war,but i've found nothing on those so far to confirm it)