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.
Crash and Burn:
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds
Hard to Hit:
When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit 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.
Add 1 to hit rolls
against units that do not have the FLY
When this model moves in your Movement phase
, 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
Once per battle, an Vulture Gunship equipped with tactical bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases
. After the Vulture Gunship has moved, pick an enemy unit that it flew over, then roll 2D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 10D6. For every roll of a 5+, the unit suffers a mortal wound
Vehicle Squadron: The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.