Seraphim Squad

80/160pts
UnitMTSVWLDOC
Seraphim12"33+17+1

Ranged Weapons

WeaponRangeABSSAPD
➤ Plasma pistol - supercharge
HazardousPistol
12"13+8-32
➤ Plasma pistol - standard
Pistol
12"13+7-21
Ministorum hand flamer
Ignores CoverPistolTorrent
12"D6N/A401
Inferno Pistol
Melta 2Pistol
6"13+8-4D3

Melee Weapons

WeaponRangeAWSSAPD
Power Weapon
-
Melee33+4-21
Chainsword
-
Melee43+301
Close combat weapon
-
Melee23+301

Abilities

Deep Strike
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

5+
Invulnerable Save

Angelic Ascent

In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge.

Unit Composition

  • 1 Seraphim Superior
  • 2-9 Seraphim
  • 1-2 Seraphim with Special Weapons
  • Seraphim Superior is equipped with: close combat weapon, bolt pistol.
  • Seraphim is equipped with: close combat weapon.
  • Seraphim with Special Weapons is equipped with: close combat weapon, ministorum hand flamer.

Wargear Options

  • The Seraphim Superior's bolt pistol can be replaced with one of the following: 1 bolt pistol and 1 plasma pistol, 1 power weapon and 1 plasma pistol, 1 power weapon and 1 bolt pistol, 1 chainsword and 1 bolt pistol, 1 chainsword and 1 plasma pistol.
  • The Seraphim with Special Weapons's ministorum hand flamer can be replaced with one of the following: 1 inferno pistol.
Faction Keywords
Adepta Sororitas
Keywords
InfantryFlyGrenadesImperiumSeraphim SquadJump Pack