Dominion Squad

(Unit)
Type: unit
Category: Infantry
Categories: Infantry, Grenades, Imperium, Dominion Squad, Faction: Adepta Sororitas
EntryId: d929-b22d-3040-9707
Hidden: false
Costs: 115 pts

Constraints:

max(force): 3
Options (2)
Rules (2)
Acts of Faith
If your Army Faction is ^^Adepta Sororitas^^, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice.

GAINING MIRACLE DICE
If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice:
- At the start of each battle round.
- Each time an ^^Adepta Sororitas^^ unit from your army is destroyed.

Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side – this is your Miracle dice pool.

PERFORMING AN ACT OF FAITH
Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can
be substituted). The dice that is being substituted is not rolled; instead the value of the selected Miracle dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll:
■ Advance roll
■ Battle-shock test
■ Charge roll
■ Damage roll
■ Hit roll
■ Saving throw
■ Wound roll
Scouts
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". 

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT  model has (provided only models with this ability are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached Character, etc.). 

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Profiles:

Abilities
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.

Righteous Awareness:

Once per turn, when an enemy unit ends a Normal, Advance, or Fall Back move within 9" 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".

Invulnerable Save:

Models in this unit have an Invulnerable save of 6+.

Cherub:

Once per battle, after this unit has performed an Act of Faith, you gain 1 Miracle dice.

Used By (1)