| Unit | M | WS | BS | S | T | W | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|
| Burna-bommer | * | 5+ | * | 6 | 6 | 12 | * | 6 | 4+ |
| Abilities |
|---|
| Explosive Demise:
If this model is reduced to 0 wounds, roll a d6 before removing it from the battlefield, on a 4+ it crashes and explodes, and each unit within 6" suffers 3 mortal wounds. |
| Grot Gunner:
When a Burna-bommer attacks with its twin big shoota, add 1 to its hit rolls. |
| Supersonic:
Each time this model moves, first pivot it on the spot up to 90 degrees (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 the model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice. |
| Flier Wound Track | Wounds | Move | BS | Attacks |
|---|---|---|---|---|
| BurnaBom1 | 7-12+ | 20-50" | 5+ | 3 |
| BurnaBom2 | 4-6 | 20-30" | 6+ | D3 |
| BurnaBom3 | 1-3 | 20-25" | 6+ | 1 |