| Wound Track | Remaining W | Characteristic 1 | Characteristic 2 | Characteristic 3 |
|---|---|---|---|---|
| Razorwing Jetfighter 2 | 3-5 | 20-48" | 4+ | D3 |
| Razorwing Jetfighter 1 | 6-10+ | 20-72" | 3+ | 3 |
| Razorwing Jetfighter | M | BS | A | |
| Razorwing Jetfighter 3 | 1-2 | 20-32" | 5+ | 1 |
| Unit | M | WS | BS | S | T | W | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|
| Razorwing Jetfighter | * | 6+ | * | 6 | 6 | 10 | * | 7 | 4+ |
| Abilities |
|---|
| Crash and Burn:
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. |
| Supersonic:
Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice. |
| Airborne:
This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY. |
| Hard to Hit:
Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. |