This model cannot 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.
Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that can FLY.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 moral wounds.
You can re-roll save rolls of 1 for this model.
Each time this model moves, first pivot it on the spot 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.
If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
6-10+
20-60"
3+
3
3-5
20-40"
4+
D3
1-2
20-25"
5+
1
*
6+
6
7
10
8