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UnalignedSkyshield Landing Pad

Skyshield Landing Pad

Skyshield Landing Pad - - - - 8 20 - - 4+
A Skyshield Landing Pad is a single model.
Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.

Landing Pad Configuration: At the start of your turn, if there are no enemy models within 1" of the Skyshield Landing Pad, a friendly model within 1" of it can change the Skyshield Landing Pad’s configuration to one of the following:
  • Shielded: All models (friend or foe) that are on top of the Skyshield Landing Pad in this configuration receive a 5+ invulnerable save against any attacks made in the Shooting phase (unless the firing model is also on top of the Skyshield Landing Pad). Note, however, that the Skyshield Landing Pad itself does not receive an invulnerable save in this manner.
  • Unfurled: Any friendly unit with the Flyer Battlefield Role that spends its entire turn on top of a Skyshield Landing Pad in this configuration regains D3 lost wounds at the end of the turn as a result of the landing pad’s auto-repair systems.

Wrecked Landing Pad: If a Skyshield Landing Pad is destroyed, do not remove the model. Instead, all of its other abilities cease to apply, and it is treated as ruins (see the Battlefield Terrain section of the Warhammer 40,000 rulebook) for the rest of the battle.

Landing Pad: Enemy models can move within 1" of a Skyshield Landing Pad (and can move on top of it) as if it were a terrain feature. In addition, they do not need to Fall Back in order to move away from it if they start their turn within 1" of it, and being within 1" of a Skyshield Landing Pad in the Shooting phase does not prevent an enemy unit from shooting.
Does not include wargear
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.
Faction Rules
© Vyacheslav Maltsev 2013-2019