You cannot charge
with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY
. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.
When this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances
, add 20" to its Move characteristic until the end of the Movement phase
instead of making an Advance roll.
Before this model moves in your Movement phase
, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne
, Hard to Hit
abilities until the beginning of your next Movement phase.
Once per turn, this model can drop an infernus firebomb as it flies over enemy units in your Movement phase
. After the model has moved, select one enemy unit that it moved over. Roll a D6 for each model in that unit, rolling three D6 instead if the model is a VEHICLE or MONSTER, up to a maximum of twenty D6. For each roll of 4+ that enemy unit suffers 1 mortal wound
. This model can only drop an infernus firebomb up to twice per battle.
This model has a 5+ invulnerable save
Power of the Machine Spirit:
This model does not suffer the penalty for moving and firing Heavy weapons
Hard to Hit:
When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.