| Unit | M | WS | BS | S | T | W | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|
| Nephilim Jetfighter | * | 6 | * | 6 | 6 | 10 | 3 | 8 | 3+ |
| Wound Track | Remaining W | Characteristic 1 | Characteristic 2 | Characteristic 3 |
|---|---|---|---|---|
| Nephilim Jetfighter 1 | 6-10 | 20"-50" | 3+ | |
| Nephilim Jetfighter 2 | 3-5 | 20"-35" | 4+ | |
| Nephilim Jetfighter 3 | 1-2 | 20" | 5+ |
| Abilities |
|---|
| Jink:
If this unit Advances, it gains a 4+ invulnerable save against all shooting attacks until the start of your next Movement phase. |
| 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 its Move characteristic by 20" until the end of the phase - do not roll a dice. |
| Strafing Run:
You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that cannot FLY. |
| Hard to hit:
Your opponent must subtract 1 from to hit rolls for attacks that target this model in the Shooting phase. |
| Airborne:
This model cannot charge, and can only be charged by units that FLY, and can only attacked 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 this model from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds. |