Seraphim

(Unit)
Type: unit
Category: Fast Attack
Categories: Fast Attack
EntryId: 22eb-be09-0838-d9b9
Hidden: false
Options (1)
Rules (2)
Jump Infantry
Jump infantry can use their jump packs (or equivalent) and move up to 12" in the Movement phase. This is optional and they can choose to move as normal infantry if they wish. When using jump packs, they can move over all other models and all terrain freely. However, if a moving jump infantry model begins or ends its move in difficult terrain, it must take a dangerous terrain test. Jump infantry models may not end their move on top of other models or impassable terrain, except that they can end their move on top of impassable terrain if it is actually possible to place the models on top of it. If they do that, however, they treat the impassable terrain as dangerous terrain. All jump infantry units may enter the battle by ‘deep strike’.


Jump infantry fall back 3D6", because they always use their jump packs when doing this. They move over any terrain and models when falling back, but if they end their move in difficult terrain (or on top of flat impassable terrain) they must still take a dangerous terrain test. They cannot end their move on top of other models, and must alter the direction of their fall back move as little as possible in order to avoid them, just as a normal unit would when falling back on foot. If they cannot do this, they are trapped and destroyed. 


Jump infantry assault 6" like normal infantry. This move is slowed by difficult terrain in the same way as other infantry, because the unit always covers the last few yards of an assault on foot.
Act of Faith
An Act of Faith can be attempted immediately before a Sisters of Battle unit acts during a phase; e.g. immediately before the unit moves in the Movement phase, shoots (or runs) in the Shooting phase, or strikes blows in the Assault phase. To attempt an Act of Faith, select the unit and reduce your Faith Point total by 1, then roll a D6 and add the following:




+1 if the unit is led by at least one of the following: Sister Superior, Retributor Superior, Dominion Superior, Seraphim Superior, Celestian Superior or Mistress of Repentance. 




+1 if the unit has been joined by at least one of the following independent characters: Canoness, Ecclesiarchal Confessor, Saint Celestine, Uriah Jacobus or Arch-Confessor Kyrinov. 




+1 if the unit has taken at least 1 casualty. 




Note that all modifiers are cumulative. If the total is less than 5, then the Act of Faith fails. The Faith Point is lost and nothing happens. If the total is equal to or greater than 5, the Act of Faith is successful. The unit immediately gains a bonus and/or special rules until the end of the phase. The nature of the bonus depends upon the unit that is using the Act of Faith, as detailed later.




Independent characters that have the Acts of Faith rule benefit from any bonuses received by the unit they are with when an Act of Faith is used. Similarly, units that have the Acts of Faith rule benefit from any bonuses received by an independent character that has joined the unit when an Act of Faith is used. 
If both a unit and an independent character have an Act of Faith that takes effect in the same phase, you must attempt each Act of Faith separately. 




For example, if a Canoness joins a unit of Celestians then you would require two Faith Points (and two Acts of Faith) to use both the Passion and the Hand of the Emperor Acts of Faith in the Assault phase.

Profiles:

Act of Faith
The Emperor's Deliverance:

This Act of Faith is used in the Shooting phase. If successful, the unit’s Shooting attacks re-roll any failed To Wound rolls until the end of the phase.

Abilities
Seraphim Pistols:

Any model in a Seraphim squad that is armed with two pistols can fire both in the Shooting phase. If they do so, they can fire no other weapon that turn.

Angelic Visage:

Seraphim re-roll failed Acts of Faith rolls and failed invulnerable saves granted by the Shield of Faith special rule.

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.

Shield of Faith:

Models with the Shield of Faith special rule have a 6+ invulnerable save.

Wargear
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.