FAST ATTACK
Seraphim are experienced warriors who are exclusively trained in the use of jump packs. They are also highly dextrous, having perfected the technique of firing two pistols at once. This makes them very mobile, hard-hitting, and able to fight in close combat if necessary.
Seraphim Squad
| Pts | WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|---|
| Seraphim | 22 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 9 | 3+ |
| Veteran Superior | +10 | 4 | 4 | 3 | 3 | 1 | 4 | 2 | 9 | 3+ |
Number/squad: Sister Superior and 4-9 Seraphim.
Weapons: Two bolt pistols (count as twin-linked for shooting, and as an additional close combat weapon in an assault) and frag and krak grenades.
Options: Up to two Seraphim may replace their twin bolt pistols with twin hand flamers (these fire together with the same effect as a flamer, but count as two close combat weapons in an assault) at an additional cost of +7 points, or twin inferno pistols (count as twin-linked for shooting, and as an additional close combat weapon in an assault) at +15 points per model. The squad may be equipped with melta bombs at an additional cost of +4 points per model.
Character: The Sister Superior may be upgraded to a Veteran Superior for an additional cost of +10 points and can be given any equipment allowed from the Witch Hunters Armoury. As long as the Seraphim Veteran Superior is alive, the squad counts as having a Simulacrum Imperialis.
SPECIAL RULES Jump Packs: Seraphim are equipped with jump packs and follow the rules for jump packs given in the Warhammer 40,000 rulebook.
Adepta Sororitas: Seraphim are subject to the special rules listed on page 18.
Faithful: All Seraphim are Faithful, regardless of the presence of a Faithful character. Each squad of Seraphim adds 1 Faith Point to the army's Faith Point total.
Hit and Run: At the end of a round of close combat, the Seraphim may choose to break off if they and at least some of their close combat opponents do not have to fall back. The unit falls back 3D6" in any direction and automatically regroups at the end of the move (regardless of enemy within 6" or being below half strength). Enemy models that were in close combat with them before the break-off may only consolidate. A Seraphim squad joined by an Adepta Sororitas Heroine equipped with a jump pack does not benefit from this rule.
Errata — Chapter Approved Compilation Q&A (v3.0): This is a genuine fall back move under the main rulebook's rules — the unit is subject to crossfire if its fall back corridor (which can be in any direction) contains an enemy model, and its Hit and Run move must stay within that corridor, the same as any other fall back move.
Angelic Visage: Any Adepta Sororitas unit with a model within 6" of at least one model in the Seraphim unit adds +1 to their Leadership, up to a maximum of 10, when taking Morale checks and Pinning tests. Note that other units of Seraphim do not benefit from this rule and it is not cumulative.