Once per game, during the Remaining Moves sub-phase, models with this special rule may drop bombs unless they are fleeing or have declared a charge that turn. To Dive Bomb, select an unengaged enemy unit that the Gyrocopter moved over in that turn. To determine the damage caused by the bombs, roll an artillery dice; this is the number of hits inflicted. If a misfire is rolled, the Gyrocopter takes a single Wound with no armour save allowed. If a Gyrocopter Dive Bombs, it cannot make any other shooting attacks in that turn. The Gyrocopter’s bombs have the following profile:
Range | Strength | Special Rules |
---|---|---|
n/a | 3 | - |