Battle Mode

Dominion Squad

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
Condemnor boltgun
Anti-psyker 2+
Devastating Wounds
Precision
Rapid Fire 1
24"
1
3+
4
0
1
Meltagun
Assault
Melta 2
12"
1
3+
9
-4
D6
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
Keywords
Dominion Squad
Grenades
Imperium
Infantry
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.