RED ELF
SERAPHIM SQUAD

Seraphim are experienced warriors who are exclusively trained in the use of jump packs. They are also highly dextrous, having perfected the technique of firing two pistols at once. This makes them very mobile and hard-hitting, and also able to fight adequately in close combat if necessary.

SERAPHIM SQUAD
Points WS BS S T W I A Ld Sv
Seraphim
16
4
3
3
3
1
4
1
8
3+
Veteran Sister Superior
4
3
3
3
1
4
2
9
3+

Squad: The squad consists of 1 Sister Superior and between 4 and 9 Seraphim.

Weapons: Two bolt pistols (count as linked - may re-roll misses) and frag grenades. The Sister Superior may exchange her bolt pistols for a bolt pistol and a power weapon for +8 pts.

Options: Up to two Seraphim may replace their twin bolt pistols with twin hand flamers (these fire together with the same effect as a flamer but count as two close combal weapons in an assault) at an additional cost of +6 pts.

The squad may be equipped with krak grenades at an additional cost of +2 pts per model or melta bombs at an additional cost of +4 pts per model.

Character: The Sister Superior may be upgraded to a Veteran Sister Superior at an additional cost of + 10 pts.

SPECIAL RULES

Jump Packs: The Seraphim are equipped with jump packs and follow the rules for jump pack troops given in the Warhammer 40,000 rulebook.

Sacred Rites: The inspiring sight of the angelic Seraphim has a pronounced effect on army morale. Each Seraphim squad in your army adds +1 Faith point.

Hit & Run: Seraphim may choose to leave close combat. Declare this at the end of the 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.