One sentence, and the conditions in it are everything.
Each time an attack with an unmodified Damage characteristic of 1 is allocated to a RUBRICAE model from your army, add 1 to any armour saving throw made against that attack.
Read the two constraints precisely, because between them they decide whether this detachment is excellent or irrelevant in any given game:
Unmodified Damage 1. It is the weapon's printed Damage characteristic before any modifiers, and it must be exactly 1. Against bolters, lasguns, autoguns, most basic melee attacks and the overwhelming majority of what a horde army throws at you, it applies. Against anything with Damage 2 or more, it does nothing at all. There is no partial benefit and no fallback.
Armour saving throws only. It improves your armour save. It does not touch invulnerable saves, so against attacks you were going to take on an invulnerable save anyway, it changes nothing.
What that produces is an unusually binary defensive rule, and its value is decided almost entirely by your opponent's list rather than by your play.
Against massed light infantry it is close to an auto-win on the defensive exchange. A Rubric Marine's armour save improved by one pip against every bolter shot in the game means an army built to kill you with volume simply cannot. And on Scarab Occult Terminators, who also carry the RUBRICAE keyword and start from a much better save, the improvement takes them to the ceiling: against Damage 1 attacks they become close to unkillable by small arms.
Against a list built on multi-damage weapons, this detachment rule is a blank piece of paper.
That is worth being honest about, because at 3 DP you are spending your entire budget on it. It is the most matchup-dependent detachment in the faction, and in a tournament setting you will play some games where it wins the game on its own and some where it may as well not exist.