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Seraphim Squad
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=== Tabletop === They might still have the statline of a human, but for two points less than an [[Assault Squad|Assault Marine]] with a Jump Pack you get a bolter-babe with a rerollable 6+ invulnerable save ''(which is only marginally worse than a 5+ invulnerable save: 31% vs 33%)''. They also come with the ''Adamantium Will'' and ''Hit & Run'' special rules. They have <u>two bolt pistols</u> which counts as your additional close combat weapon but also doubles the normal shooting output of your typical assault squad due to the ''Gunslinger'' rule. Their unique act of faith gives their shooting attacks the ''Shred'' rule once per game, which although is not very special, will make sure they bring down their target when it really matters. At least since they're pretty likely going to be charging into whatever they shoot at (with human S T and I) piling on the extra damage to hedge the advantage is okay, they'll probably need it. Each weapon option only serves to improve their performance, as Hand Flamers or Inferno Pistols also come in pairs, so never cost the Sister her extra attack while still giving her two shots. Seraphim aren't a dedicated close combat squad, but with Deep Strike, fast movement and Hit and Run they are perfect harassing units who might get caught in combat, but can hold their own long enough to back out and continue raining down pain on their opponent. Their primary problem is that they compete in the Fast Attack slot with the [[Dominion Squad]] who have an even bigger shooting potential. [[Category: Warhammer 40,000]] [[Category: Imperial]] [[Category: Sisters of Battle]] {{Template:Sisters-of-Battle}}
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