| Abilities |
|---|
| Bionics:
All models in this unit have a 6+ invulnerable save. |
| Soar away:
At the beginning of your Movement phase, this unit can boost into the skies. Remove this unit from the battleflield. It can return to the battlefield as described in the Thermal Riders ability. This unit cannot both soar away and descend in the same turn. If the battle ends while this unit is in the skies, this unit is considered to be destroyed. |
| Thermal Riders:
During deployment, you can set up this unit in the skies instead of setting it up on the battlefield. If you do, or the unit has boosted into the skies using the Soar Away ability, at the end of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. |
| Arc Grenade Cluster:
At the start of the Shooting phase you can select one enemy unit that this unit moved across this turn and roll one D6 for each model in this unit, adding 2 to each result if that unit is a VEHICLE. For each 5+, that enemy unit suffers 1 mortal wound. |