Seraphim Squad

(Entry)
Type: unit
EntryId: 87ab-8b2c-4923-a708
Hidden: false
Options (5)
Sisters:
Special Weapons:
Rules (3)
Sacred Rites
Each Saraphim squad adds +1 Faith Points.
Hit & Run
Seraphim may choose to leave close combat. Declare this at the end of an Assault phase after all morale checks have been taken. The Seraphim then fall back 3D6 in any direction and regroup at the end of the move. Enemy models may only consolidate.
Jump Packs
Allows Infantry to move up to 12" and ignore difficult terrain, but must take a dangerous terrain test when ending a movement in it.
Used By (1)