Zephyrim Squad

Models
M
T
SV
W
LD
OC
Zephyrim Squad
12"
3
3+
1
7+
1
Ranged Weapons
RNG
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 Weapons
RNG
A
BS
S
AP
D
Power weapon
Melee
3
3+
4
-2
1
Costs
5 models
90 pts
10 models
180 pts
Core
Deep Strike
Faction
Acts of Faith
Keywords
Infantry
Jump Pack
Fly
Grenades
Imperium
Zephyrim Squad
Faction: Adepta Sororitas
Abilities
Invulnerable Save

Models in this unit have an Invulnerable save of 5+.

Sacred Banner

You can re-roll Advance and Charge rolls made for the bearer’s unit.

Embodied Prophecy

Each time this unit is selected to fight, select one of the following abilities to apply to power weapons equipped by models in this unit until the end of the phase:

- Sustained Hits 1

- Lethal Hits

Before making your selection, if this unit made a Charge move this turn, you can discard 1 Miracle dice. If you do, until the end of the phase, both of the abilities above apply to power weapons equipped by models in this unit.

Game Version5 models10 models
PointsChangePointsChange
Version 1.12
90 pts
180 pts
Version 1.11
90 pts
+30 pts
180 pts
+60 pts
Version 1.10
60 pts
120 pts
Version 1.9
60 pts
120 pts
Version 1.8
60 pts
120 pts
Version 1.7
60 pts
120 pts
Version 1.6
60 pts
-10 pts
120 pts
-20 pts
Version 1.5
70 pts
140 pts
Version 1.4
70 pts
140 pts
Version 1.3
70 pts
140 pts
Version 1.2
70 pts
140 pts
Version 1.1
70 pts
140 pts
Version 1.0
70 pts
140 pts