Flier Wound Track | Wounds | Move | BS | Attacks |
---|---|---|---|---|
Kart 1 | 6-10+ | 12" | 5+ | 3 |
Kart 3 | 1-2 | 3" | 6+ | 1 |
Kart 2 | 3-5 | 6" | 6+ | D3 |
Unit | M | WS | BS | S | T | W | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|
Kart | * | 5+ | * | 6 | 7 | 10 | * | 6 | 3+ |
Transport |
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Kart Transport Capacity:
This model can transport 10 FLASH GITZ or |
Abilities |
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Explodes (6+/6"/D3 Transport):
When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6, it explodes, and each unit within 6" suffers D3 moral wounds. |
Big Red Button (Looted Vehicle):
Once per battle, at the start of the Shooting phase, the driver of the Looted Vehicle can hit the inviting and mysterious red button mounted on his dashboard. When he does, roll a D3 on the table below to see what happens. |
Big Red Button |
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3) Auto-Welder:
This model regains D3 lost wounds. |
1) Boosta:
Immediately move this model 6" as if it were your Movement phase (models cannot disembark from the vehicle before doing so). A model cannot use the Shoot ’Em Again! ability this turn. |
2) More Dakka:
Add 1 to the Strength characteristic of this model’s ranged weapons until the end of the phase. This modifier counts towards the result when rolling for a zzap gun’s Strength. |