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Zephyrim Squad

Zephyrim Squad

Power5
Infantry, Jump Pack, Fly
Abilities: Acts of Faith, Sacred Rites, Shield of Faith, Rapturous Blows, Sky Strike, Angelic Visage
Weapons: Bolt pistol, Frag grenades, Krak grenades, Plasma Pistol, Power sword
Wargear: Zephyrim Pennant
ModelMovementWeapon skillBallistic skillStrengthToughnessWoundsAttacksLeadershipSave
Zephyrim12"3+3+331283+
Zephyrim Superior12"3+3+331393+
WeaponRangeTypeStrengthAPDamageAbilities
Bolt pistol12"Pistol 1401-
Frag grenades6"Grenade D6301-
Krak grenades6"Grenade 16-1D3-
Plasma Pistol12"Pistol 17-31-
Power swordMeleeMelee User-31-

Abilities

Acts of Faith
You can perform an Act of Faith in each phase. You gain one Miracle dice at the beginning of each battle round. Before making a dice roll, you can use Act of Faith to substitute a roll with a one of the dice in the Miracle dice pool.
Sacred Rites
At the start of battle, choose a Sacred Rite. 1 – Hand of the Emperor: Add 1 to Advance and charge rolls. 2 – Spirit of the Martyr: If a model is destroyed, roll a D6. On a 5+, it may shoot or attack with a melee weapon before being removed. 3 – Aegis of the Emperor: Add 3 to Deny the Witch tests. 4 – Divine Guidance: When resolving an attack, a wound roll of 6 improves the armor penetration by 1. 5 – The Passion: When resolving melee attacks, a roll of 6 scores an additional hit. 6 – Light of the Emperor: Re-roll Morale tests.
Shield of Faith
Models in this unit have a 6+ invulnerable save.
Rapturous Blows
Melee weapon wound rolls can be re-rolled.
Sky Strike
You can deploy this unit in the sky instead of the battlefield. At the end of your Movement phase, you can move this unit from the sky to anywhere on the battlefield more than 9" away from enemy models.
Angelic Visage
Invulnerability saves from Shield of Faith are improved by 1, to a maximum of 4+.

Wargear

Zephyrim Pennant
You can re-roll charge rolls if they are within 6" of this unit.