| Abilities |
|---|
| Faithful:
All Zephyrim are Faithful, regardless of the presence of a Faithful character. Each squad of Zephyrim adds 1 Faith Point to the army's Faith Point total. |
| Angelic Visage:
Any Adepta Sororitas unit with a model within 6" of at least one model in the Zephyrim unit adds +1 to their Leadership, up to a maximum of 10, when taking Morale checks and Pinning tests. Note that other units of Zephyrim or Seraphim do not benefit from this rule and it is not cumulative. |
| Hit and Run:
Units with this ability that are locked in combat may choose to leave close combat at the end of the Assault phase. The unit using the hit & run ability must take an Initiative test. If the test is failed nothing happens and the models remain locked in the fight. If the test is passed, the unit breaks from combat and immediately moves up to 3D6" in a straight line in any direction, ignoring the units they are locked with. No sweeping advance rolls are made. Enemy units that are no longer locked in combat may consolidate. A hit & run move is not slowed by difficult terrain, but is affected by dangerous terrain. It may not be used to move into contact with the enemy. If there are units with this rule on both sides, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it consolidates instead. |
| Wargear |
|---|
| Jump Pack:
Models equipped with jump packs are jump infantry. In addition, models wearing jump packs can be kept in reserve and arrive using the deep strike rules. |
| Frag Grenades:
Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal. |
| Krak Grenades:
When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6. |