Models
M
T
SV
W
LD
OC
Dominion Superior 32mm

Invulnerable save: 6+

6"
3
3+
1
7+
1
Dominion 32mm

Invulnerable save: 6+

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

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

Wargear options
  • 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
  • The Dominion Superior can be equipped with one of the following: ◦ 1 chainsword ◦ 1 power weapon
  • 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
  • 1 Dominion equipped with 1 boltgun can be equipped with 1 simulacrum imperialis (that model’s boltgun cannot be replaced).
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.

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

In your opponent's Movement phase, if an enemy unit ends a move within 8” 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”.

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.