Seraphim Squad

(Unit)
Type: unit
Category: Infantry
Categories: Infantry, Jump Pack, Fly, Grenades, Imperium, Seraphim Squad, Faction: Adepta Sororitas
EntryId: bee9-172b-7db7-f748
Hidden: false
Costs: 85 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
Deep Strike
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Profiles:

Abilities
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.

Invulnerable Save:

Models in this units have an Invulnerable save of 5+.

Modifiers:

set pts 170
6+ selections of model in Seraphim Squad (recursive)
Used By (1)