Second largest amongst the celestials, the Seraph is also one that uses the least amount of the typical Word of Blake-employed internals. Using a Light Fusion Engine, and standard structure, armor, and gyro, it’s the least unique amongst the celestials in terms of structure combinations. The effectiveness of making the machine 3/5 instead of 4/6 at its weight is a debatable decision, though the presence of Triple-Strength Myomer does at least allow it to hit 4/6 speed at times. Like all other Celestials, it uses a small cockpit, which is of no consequence for an expected Manei Domini warrior with VDNI.
Clad in sixteen tons of armor, the Seraph is a pretty survivable mech. The rear armor is thicker than usual, which might suggest that the machine is expected to be in the thick of things – which is has to do anyway to make full use of its TSM – and while the front armor is slightly thinner than desired, it’s still plenty to take hits with. The arms and side torsos can all take a close-range Heavy Gauss slug and have armor to spare, the legs are proof against dual Gauss slugs and then some, while the center torso can handle a UAC/20 double-tap without breaching. The rear armor can take an IS LPL shot on the sides, while the center can take a pair of IS MPLs without breaching.
Forty-two tons of pod space grants the Seraph the ability to carry nearly half of its weight in weapons and ammunition, making it one of the heaviest-armed canon IS omnimechs. Combined with its pretty good durability and TSM, it is an assault mech in the old sense, perfect for use on assaulting enemy positions, yet also capable of stand-off battles, especially when the C3i computer that’s hard-mounted on the base frame is utilized to its fullest.
To date, there exists six common configurations, one experimental configuration, and two personalized configurations of the Seraph, as follows:
Invictus (Prime) – The Seraph Invictus is reasonably geared for all-range combat, with an Ultra AC/10 for its primary armament supported by a Snub-Nose PPC, two MML-5 racks, a Streak SRM 6 rack, and a retractable blade, all cooled by a dozen Double Heat Sinks. The main drawback of this armament package is that utilizing the TSM is difficult with the possibility of the autocannon jamming or the Streak launcher’s unreliable heat production. The easiest way to reach TSM heat is to shut off 2 DHS and fire everything at maximum rate of fire, at which point the most damaging firing mode that keeps the heat is to run while firing the PPC, UAC at ultra, the Streak SRM. Fire the Streak at the ground if you have to. All in all, the Seraph Invictus is a rather awkward mech to use. Up close it can dish out the damage pretty well, but its reliance on ammunition, poor heat control, and poor speed makes it a pretty hard machine to use properly.
Dominus (A) – Capable of jumping 150 meters at a time thanks to its Improved Jump Jets, the Seraph Dominus carries an armament of a Heavy PPC, Plasma Rifle, ER Medium Laser, Medium Pulse Laser, TAG, and a Retractable blade. As could be guessed from its armament, it works best when it’s mixing it up with the enemy at close range. It is also one of the easier Seraphs to heat up and keep heated. To start the TSM, walk and fire the HPPC/PR/ERML, and to keep it, either jump and pick from the HPPC or PR + ERML together with the MPL, or run and fire the HPPC and ERML. Its high mobility for its size allows it to be a great brawlers/spotter, and TAG further helps if you happen to bring homing artillery rounds or semi-guided LRMs. Never be afraid to get up close and personal with this Seraph, and dish out those 34-point kicks as often as you can – though if an enemy is on a higher elevation and you use the TacOps rule, punching then extending the Retractable Blade might also be a good idea.
Infernus (B) – Another case of “What the HELL was the designer smoking when making this!?”. The Seraph Infernus is armed with a Heavy PPC, Snub-Nose PPC, and an LB-20X AC – all tied to a Targeting Computer. It also has an AMS. It is utterly incapable of easily getting to the ideal TSM heat or keeping. Despite those flaws, this Seraph would still perform decently when playing to its strengths. Use it as a mid-range gunner in a C3i team and watch it punch BIG holes into whatever you point it at. It could also serve as a spotter, but it is bound to attract a lot of attention in that role.
Comminus (C) – One of the few Seraph designs where the TSM is more of a threat to keep enemies from closing with it while it does its job. Armed with a Heavy PPC, Plasma Rifle, 2 ER Meds, 2 Flamers, a massive MRM-40, and packing an ECM suite, the Seraph Comminus is almost custom-made to be the middle man in a C3i team. Keep it at 15 hexes away from a target and keep raining havoc on it as long as you can. If something is thinking of getting too close for comfort, simply activate TSM and kick its legs from under it. This is one of the Seraph Designs where getting to TSM heat and keeping it is rather easy thanks to the various heat combinations present.
Luminos (D) – Packing TWO Heavy PPCs, a Light PPC, three MPLs, two SLs, and a flamer, the Seraph Luminos combines the all-energy setup with 5 IJJs, giving it great mobility. With its weapon array, it is equally capable of acting as the middleman and mobile harasser – where it gets to punch holes with its PPCs – or as the spotter where it gets to abuse its TSM and close-in array of lasers. If you cannot get to optimum TSM heat and keep it in this thing, then I don’t think I have anything I can say at all. One of the nastiest Seraph configurations.
Eminus (E) – One look at the Eminus should tell right away how it is best used. TWO Thunderbolt-20s with a single snub-nose PPC is all the weaponry it carries. Let something spot for it and let loose with the Thunderbolts from long range until it’s almost out of ammunition, at which point turn off a heat sink, walk, and alpha, then turn off more heat sinks until only six are left and start kicking things. Simple, ain’t it?
Caelestis (S) – The mixed-tech experimental configuration of the Seraph is also one of the nastiest Word of Blake machines around. Three Streak-LRM 10s combined with two each of clan-tech Medium and Large pulse lasers gives it brutally effective firepower at all ranges. The 3-hex jump capability is not much, but better than nothing especially in rough terrain. This configuration is equally effective at both sniping things from long range or getting down and dirty with its opponent.
Ravana – Precentor Ravana from Warrior House Rakshasa’s personal ride, this customized Seraph sports an armament package of a Large Variable Speed Pulse Laser, a Laser AMS, a Retractable Blade, a Thunderbolt-20, and a Snub-Nose PPC, turning it into an all-rounder leaning to close range combat. It does have serious problems getting to TSM levels and keeping it there though, and the Laser AMS is actually more of a hindrance than a help to it in this case. Probably best used to snipe with a spotter’s aid until the Thunderbolts run dry before charging into the fray with guns blazing and TSM online.
Havalah – The personal ride of Opacus Venatori member Havalah Carver, this configuration is a close-range monster. Ultra AC/20, Large VSPL, Medium VSPL, all linked to a targeting computer, makes this thing an utter beast at close ranges. Consider activating TSM as soon as possible and charge right into the fray with this thing. It has no weapons capable of reaching farther than 15 hexes.
To use a Seraph to the utmost, try to have a C3i network to work with it. With most configurations packing medium-range weaponries, it really really needs the aid of a C3i network to bring out its full potential as either a shooter or a spotter. Some configurations work pretty well on their own, but a C3i network is still highly advised. Also consider shooting at one target while physically attacking another, because that is a tactic the Seraph will often have to employ.
When fighting against a Seraph, never, ever close into physical combat range with one, especially if it’s a variant with hand actuators. Even if you’re using a fellow TSM monster, the damage the Seraph can deal at point-blank is more often than not not worth risking. Abuse the minimum range of the weapon systems often used on it, or their relatively poor maximum ranges. And to drive home the point, never, ever melee one unless it’s already down on the ground.