| Unit | M | WS | BS | S | T | W | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|
| Thunderbolt Heavy Fighter | * | 6+ | * | 7 | 7 | 15 | 3 | 7 | 3+ |
| Wound Track (M,BS) | Remaining W | M | BS |
|---|---|---|---|
| Thunderbolt Heavy Fighter 3 | 1-3 | 20" | 5+ |
| Thunderbolt Heavy Fighter 2 | 4-6 | 20"-30" | 4+ |
| Thunderbolt Heavy Fighter 1 | 7-15+ | 20"-45" | 3+ |
| Abilities |
|---|
| Repair:
At the end of each of the Thunderbolt Heavy Fighter's Shooting phases, roll a dice. On a 6+, it immediatley regains a single wound lost earlier in the battle. |
| 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. |
| 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. |
| Hard to Hit:
Your Opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase. |