Models
M
T
SV
W
LD
OC
Seraphim Superior 32mm

Invulnerable save: 5+

12"
3
3+
1
7+
1
Seraphim 32mm

Invulnerable save: 5+

12"
3
3+
1
7+
1
Ranged weapons
RNG
A
BS
S
AP
D
Bolt pistol
Pistol
12"
1
3+
4
0
1
Plasma pistol (standard)
Pistol
12"
1
3+
7
-2
1
Plasma pistol (supercharge)
Hazardous
Pistol
12"
1
3+
8
-3
2
Inferno pistol
Melta 2
Pistol
6"
1
3+
8
-4
D3
Ministorum hand flamer
Ignores Cover
Pistol
Torrent
12"
D6
N/A
4
0
1
Melee weapons
RNG
A
WS
S
AP
D
Chainsword
Melee
4
3+
3
0
1
Close combat weapon
Melee
2
3+
3
0
1
Power weapon
Melee
3
3+
4
-2
1
Keywords
Fly
Grenades
Imperium
Infantry
Jump Pack
Seraphim Squad
Costs
5 models
85 pts
6–10 models
160 pts
3rd+ in your army
+10/+20 pts
Unit composition
  • 1 Seraphim Superior
  • 4-9 Seraphim

Every model is equipped with: 2 bolt pistols; close combat weapon.

Wargear options
  • The Seraphim Superior’s 2 bolt pistols can be replaced with one of the following: ◦ 1 bolt pistol and 1 chainsword ◦ 1 bolt pistol and 1 plasma pistol ◦ 1 bolt pistol and 1 power weapon ◦ 1 plasma pistol and 1 chainsword ◦ 1 plasma pistol and 1 power weapon
  • For every 5 models in the unit, up to 2 Seraphim can each have their 2 bolt pistols replaced with one of the following: ◦ 2 inferno pistols ◦ 2 Ministorum hand flamers
Core abilities
Deep Strike
Faction abilities
Acts of Faith
Unit 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.