Zephyrim Squad
Keywords:
InfantryJump PackFlyGrenadesImperiumZephyrim Squad
title
default
M
12"
T
3
SV
3+
W
1
LD
7+
OC
1
Ranged | Range | A | BS | S | AP | D |
---|---|---|---|---|---|---|
Bolt pistol [PISTOL] | 12" | 1 | 3+ | 4 | 0 | 1 |
Plasma pistol - standard [PISTOL] | 12" | 1 | 3+ | 7 | -2 | 1 |
Plasma pistol - supercharge [HAZARDOUS, PISTOL] | 12" | 1 | 3+ | 8 | -3 | 2 |
Melee | range | A | WS | S | AP | D |
---|---|---|---|---|---|---|
Power weapon Melee | melee | 3 | 3+ | 4 | -2 | 1 |
Abilities
CORE:
Deep Strike
FACTION:
Acts of Faith
Embodied Prophecy:
Each time a model in this unit makes amelee attack, if this unit made a Charge move this turn, add 1to the Strength characteristic of that attack.WARGEAR ABILITIES
Sacred Banner:
You can re-roll Advance and Charge rolls madefor the bearers unit.