Dominion Squad

Models
M
T
SV
W
LD
OC
Dominion Superior
6"
3
3+
1
7+
1
Dominion
6"
3
3+
1
7+
1
Ranged Weapons
RNG
A
BS
S
AP
D
Inferno pistol
Melta 2
Pistol
6"
1
3+
8
-4
D3
Condemnor boltgun
Anti-psyker 2+
Devastating Wounds
Precision
Rapid Fire 1
24"
1
3+
4
0
1
Ministorum hand flamer
Ignores Cover
Pistol
Torrent
12"
D6
N/A
4
0
1
Combi-weapon
Anti-infantry 4+
Devastating Wounds
Rapid Fire 1
24"
1
4+
4
0
1
Plasma pistol (standard)
Pistol
12"
1
3+
7
-2
1
Plasma pistol (supercharge)
Hazardous
Pistol
12"
1
3+
8
-3
2
Bolt pistol
Pistol
12"
1
3+
4
0
1
Ministorum flamer
Assault
Ignores Cover
Torrent
12"
D6
N/A
5
0
1
Artificer-crafted storm bolter
Rapid Fire 2
Assault
24"
2
3+
4
0
2
Meltagun
Assault
Melta 2
12"
1
3+
9
-4
D6
Boltgun
Assault
Rapid Fire 1
24"
1
3+
4
0
1
Melee Weapons
RNG
A
WS
S
AP
D
Close combat weapon
Melee
1
4+
3
0
1
Power weapon
Melee
2
4+
4
-2
1
Chainsword
Melee
3
4+
3
0
1
Keywords
Dominion Squad
Imperium
Infantry
Grenades
Costs
10 models
115 pts
Unit Composition

1 Dominion Superior9 Dominions

Every model is equipped with: bolt pistol; boltgun; close combat weapon.

Wargear Options

■ Up to 4 Dominions can each have their boltgun replaced with one of the following: ◦ 1 artificer-crafted storm bolter ◦ 1 meltagun ◦ 1 Ministorum flamer

■ The Dominion Superior can be equipped with one of the following: ◦ 1 chainsword ◦ 1 power weapon

■ 1 Dominion equipped with 1 boltgun can be equipped with 1 simulacrum imperialis (that model’s boltgun cannot be replaced).

■ The Dominion Superior’s boltgun can be replaced with one of the following: ◦ 1 bolt pistol ◦ 1 combi-weapon ◦ 1 condemnor boltgun ◦ 1 inferno pistol ◦ 1 Ministorum hand flamer ◦ 1 plasma pistol

Rules
Holy Vanguard

If this unit has a Leader unit attached to it during the Declare Battle Formations step and this unit starts the battle embarked within a TRANSPORT, that Leader unit gains the Scouts 6" ability.

Core Abilities
Scouts 6"
Faction Abilities
Acts of Faith
Unit Abilities
Cherub

Once per battle, after this unit has performed an Act of Faith, you gain 1 Miracle dice.

Designer’s Note: Place a Cherub token next to the unit, removing it once this ability has been used.

Righteous Awareness

Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, If this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6".

Wargear
Simulacrum Imperialis

At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one D6: on a 4+, you gain 1 Miracle dice showing a value equal to that result.

Game Version10 models
PointsChange
Version 2.3
115 pts
-10 pts
Version 2.2
125 pts
Version 2.1
125 pts
Version 2.0
125 pts
Version 1.14
125 pts
Version 1.13
125 pts
+10 pts
Version 1.12
115 pts
Version 1.11
115 pts
+5 pts
Version 1.10
110 pts
Version 1.9
110 pts
Version 1.8
110 pts
Version 1.7
110 pts
Version 1.6
110 pts
-10 pts
Version 1.5
120 pts
Version 1.4
120 pts
Version 1.3
120 pts
-10 pts
Version 1.2
130 pts
Version 1.1
130 pts
Version 1.0
130 pts