Models
M
T
SV
W
LD
OC
Zephyrim Superior 32mm

Invulnerable save: 5+

12"
3
3+
1
7+
1
Zephyrim 32mm

Invulnerable save: 5+

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
Fly
Grenades
Imperium
Infantry
Jump Pack
Zephyrim Squad
Costs
5 models
80 pts
6–10 models
160 pts
Unit composition
  • 1 Zephyrim Superior
  • 4-9 Zephyrim

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

Wargear options
  • The Zephyrim Superior can be equipped with 1 sacred banner.
  • The Zephyrim Superior’s bolt pistol can be replaced with 1 plasma pistol.
Wargear
Sacred Banner

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

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 melee weapons equipped by models in this unit until the end of the phase:

  • [SUSTAINED HITS 1]
  • [LETHAL HITS]

If this unit made a Charge move this turn, until the end of the phase, select both abilities above to apply to melee weapons equipped by models in this unit instead.