Unit | M | WS | BS | S | T | W | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|
Marauder Bomber [1] (11-20+ wounds remaining) | 20-45" | 6+ | 4+ | 7 | 7 | 20 | 3 | 8 | 2+ |
Marauder Bomber [2] (6-10 wounds remaining) | 20-35" | 6+ | 5+ | 7 | 7 | N/A | D3 | 8 | 2+ |
Marauder Bomber [3] (1-5 wounds remaining) | 20-25" | 6+ | 6+ | 7 | 7 | N/A | 1 | 8 | 2+ |
Abilities |
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Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from the hit roll. |
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. |
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move this model straight forwards. It cannot pivot again after the initial pivot. |
Explodes (6+/6"/D3): When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. |