Zephyrim Squad

Models
M
T
SV
W
LD
OC
Zephyrim Superior
12"
3
3+
1
7+
1
Zephyrim
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
WS
S
AP
D
Power weapon
Melee
3
3+
4
-2
1
Keywords
Infantry
Imperium
Fly
Grenades
Zephyrim Squad
Jump Pack
Costs
5 models
85 pts
10 models
170 pts
Unit Composition

1 Zephyrim Superior4-9 Zephyrim

Every model is equipped with: bolt pistol; power weapon.

Core Abilities
Deep Strike
Faction Abilities
Acts of Faith
Unit Abilities
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.

Wargear
Sacred Banner

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

Game Version5 models10 models
PointsChangePointsChange
Version 2.2
85 pts
170 pts
Version 2.1
85 pts
170 pts
Version 2.0
85 pts
170 pts
Version 1.14
85 pts
170 pts
Version 1.13
85 pts
-5 pts
170 pts
-10 pts
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