| Unit | M | WS | BS | S | T | W | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|
| Arvus Lighter | 20"-30" | 6+ | 4+ | 6 | 6 | 8 | 1 | 7 | 3+ |
| Transport |
|---|
| Arvus Lighter:
This model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapon Team or Veteran Heavy Weapon Team takes the space of two other models. This model may not transport OGRYNS. |
| Abilities |
|---|
| Aerial Assault:
During deployment, you can set this unit up in the sky instead of placing it on the battlefield. At the end of any of your Movement phases, this unit may fly into battle – set it up anywhere on the battlefield that is more than 9" away from enemy models. |
| Repair:
At the end of this model’s movement, roll a D6. On a roll of a 6, it immediately regains a lost wound. |
| 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. |
| 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. |
| 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. |