| 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. |