| Unit | M | WS | BS | S | T | W | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|
| Valkyrie | * | 6+ | * | 7 | 7 | 14 | 3 | 7 | 3+ |
| Abilities |
|---|
| Airborne:
Airborne: This model can not 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. |
| Crash and Burn:
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds. |
| Supersonic:
Each time this model moves, first pivot it on the spot up to 90" (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 it's Move characteristic by 20" until the end of the phase - do not roll a dice. |
| Hard to Hit:
Your Opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase. |
| Hover Jet:
Before this model moves in your Movement phase, you can declare it will hover. It's Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginntng of your next Movement phase. |
| Grav Chute Insertion:
Models may disembark from this vehicle at any point during its move, but if they do they cannot move further during this phase; if the vehicle moves 20" or more, you must roll a D6 for each model disembarking. On a 1, that model is slain. Models that disembark in this manner must be set up more than 9" from any enemy models. |
| 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. |