Seraphim Squad

Models
M
T
SV
W
LD
OC
Seraphim Superior
12"
3
3+
1
7+
1
Seraphim
12"
3
3+
1
7+
1
Ranged Weapons
RNG
A
BS
S
AP
D
Plasma pistol (standard)
Pistol
12"
1
3+
7
-2
1
Plasma pistol (supercharge)
Hazardous
Pistol
12"
1
3+
8
-3
2
Bolt pistol
Pistol
12"
1
3+
4
0
1
Ministorum hand flamer
Ignores Cover
Pistol
Torrent
12"
D6
N/A
4
0
1
Inferno pistol
Melta 2
Pistol
6"
1
3+
8
-4
D3
Melee Weapons
RNG
A
WS
S
AP
D
Chainsword
Melee
4
3+
3
0
1
Power weapon
Melee
3
3+
4
-2
1
Close combat weapon
Melee
2
3+
3
0
1
Keywords
Imperium
Jump Pack
Infantry
Seraphim Squad
Fly
Grenades
Costs
5 models
90 pts
10 models
190 pts
Unit Composition

1 Seraphim Superior4-9 Seraphim

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

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.

Game Version5 models10 models
PointsChangePointsChange
Version 2.2
90 pts
190 pts
Version 2.1
90 pts
190 pts
Version 2.0
90 pts
190 pts
Version 1.14
90 pts
190 pts
Version 1.13
90 pts
+5 pts
190 pts
+20 pts
Version 1.12
85 pts
170 pts
Version 1.11
85 pts
+15 pts
170 pts
+30 pts
Version 1.10
70 pts
140 pts
Version 1.9
70 pts
140 pts
Version 1.8
70 pts
140 pts
Version 1.7
70 pts
140 pts
Version 1.6
70 pts
140 pts
Version 1.5
70 pts
140 pts
Version 1.4
70 pts
140 pts
Version 1.3
70 pts
140 pts
Version 1.2
70 pts
140 pts
Version 1.1
70 pts
140 pts
Version 1.0
70 pts
140 pts