Battlefield Fortifications – Skyshield Landing Pad

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Skyshield Landing Pad
UNIT COMPOSITION: 1 SKYSHIELD LANDING PAD
100 PointsPts

These structures are designed to allow for combat aircraft to easily deposit or collect warriors from the battlefield. Offering a stable platform for disembarkation under fire, it means that insertion into enemy territory can be accomplished more efficiently and with less risk of injury to the warriors entering battle. While they do not mount heavy cannon or boast thick defensive walls, these humble platforms can prove decisive in a fast moving conflict.

Armour HP
Skyshield Landing Pad (⌀Use model) 11 6
WARGEAR
  • None
TRAITS
  • None
SPECIAL RULES
  • Platform
  • Landing Pad
  • Forward Deployment
TYPE
  • Fortification (Structure)
SPECIAL RULES

Platform

This fortification is constructed to allow infantry to use it as a fighting platform or mustering ground.

Models can be placed on top of this Model as if it were an Area of Terrain.

Models can move over and end a move on top of this Model, treating it as if it were an area of Light Area Terrain. However, unlike other Areas of Terrain, protrusions and other parts of the Model do block Line of Sight.

Landing Pad

The Skyshield is designed to allow for an easy embarkation and disembarkation point for warriors and supplies carried by aerial transports.

If a Model with the Flyer Sub-Type that is assigned a Drop Mission ends a Move made as part of that Mission within 3" of a Model with this Special Rule, the Controlling Player may choose to deploy any disembarking Models onto any point on the Model with this Special Rule instead of in Base Contact with the Flyer Model they were Embarked upon.

Likewise, if a Model with the Flyer Sub-Type that has been assigned an Extraction Mission ends a Move made as part of that Mission within 3" of a Model with this Special Rule, then any friendly Unit that has all of its Models in base contact with the Model with this Special Rule may immediately be Embarked on the Model with the Flyer Sub-Type.

Forward Deployment

These fortifications are often deployed ahead of the main advance to provide cover for an assault or to close a gap in the lines of an advance. Airdropped from another craft or even a spaceship in low orbit, special single use thrusters ensure the bunker survives its fall and can start defensive operations almost immediately

A Model with this Special Rule can be deployed anywhere on the Battlefield that is at least 12" from any point within the opposing Player’s Deployment Zone.

This datasheet has Fortification Battlefield Role. Full list of Battlefield Fortifications units sharing same Battlefield Role follows:

Armour (Front, Side, Rear) – This Characteristic will often be presented with various separate Sub-Characteristics, one for each of the Model’s Facings (see the Vehicles and Damage). Each of these Sub-Characteristics is used to determine the effect of a Model’s armour and how hard it is to defeat. When any Armour Sub-Characteristic reaches 0, then any Hit on that facing will result in an automatic Penetrating Hit without any Dice being rolled (if the Hit could have triggered a variable Special Rule, then that Rule is considered to automatically activate as part of the Hit).
Hull Points (HP) – The Hull Points Characteristic is primarily used to determine a Model with the Vehicle Type’s capacity for receiving damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Hull Points Characteristic is reduced to 0 that Model is removed from play as a Casualty, see the Rules for Destroyed Vehicles here.
Fortification

Military buildings are often vital to defensive operations, serving to shelter vulnerable troops, mount heavy guns or deploy other technological defences. During the Horus Heresy almost every force made use of such defences, though they were rarely considered a decisive element in any order of battle.

The following Rules apply to all Models with the Fortification Type:
  • A Model with the Fortification Type can never be moved by any Rule or effect after it has been Deployed.
  • A Model with the Fortification Type can never be placed into Reserves and must always be deployed at the start of a Battle (see the Rules for deploying Fortifications).
  • A Model with the Fortification Type may never Hold, Control or Contest an Objective Marker of any kind.
  • A Model with the Fortification Type can never be affected by any kind of Status, including both Tactical Statuses and Cybertheurgic Statuses. However, such a Model can be affected by Cybertheurgic Rites that do not apply a Cybertheurgic Status.
  • A Unit that includes a Model with the Fortification Type may never be joined by any other Models of any Type.
  • A Model with the Fortification Type cannot make Reactions of any kind, unless a specific Sub-Type states otherwise.

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Forward Deployment

These fortifications are often deployed ahead of the main advance to provide cover for an assault or to close a gap in the lines of an advance. Airdropped from another craft or even a spaceship in low orbit, special single use thrusters ensure the bunker survives its fall and can start defensive operations almost immediately

A Model with this Special Rule can be deployed anywhere on the Battlefield that is at least 12" from any point within the opposing Player’s Deployment Zone.
Player
A Player is the actual person moving Models and making rolls, the Player of the game. Battles will include more than one Player, and the Rules will often refer to the Active Player (the Player currently taking their Player Turn) and the Reactive Player (the Player not currently taking their Player Turn, and thus only allowed to interact with the game through Reactions) in order to differentiate between them. Sometimes the Rules will also refer to the Controlling Player, that is the Player that Controls the Unit, Model or other game element the Rule is referring to.
Structure

Structures are specialised fortifications that carry no weapons, nor allow troops to shelter within, but instead allow the deployment of rare technological devices. From communications platforms to void shield generators, these platforms may seem irrelevant in the face of armoured gun turrets, but when wisely used can be equally as powerful.

The following Rules apply to all Models with the Structure Sub-Type:
Platform

This fortification is constructed to allow infantry to use it as a fighting platform or mustering ground.

Models can be placed on top of this Model as if it were an Area of Terrain.

Models can move over and end a move on top of this Model, treating it as if it were an area of Light Area Terrain. However, unlike other Areas of Terrain, protrusions and other parts of the Model do block Line of Sight.
Landing Pad

The Skyshield is designed to allow for an easy embarkation and disembarkation point for warriors and supplies carried by aerial transports.

If a Model with the Flyer Sub-Type that is assigned a Drop Mission ends a Move made as part of that Mission within 3" of a Model with this Special Rule, the Controlling Player may choose to deploy any disembarking Models onto any point on the Model with this Special Rule instead of in Base Contact with the Flyer Model they were Embarked upon.

Likewise, if a Model with the Flyer Sub-Type that has been assigned an Extraction Mission ends a Move made as part of that Mission within 3" of a Model with this Special Rule, then any friendly Unit that has all of its Models in base contact with the Model with this Special Rule may immediately be Embarked on the Model with the Flyer Sub-Type.
Area Terrain
Area Terrain grants Cover Saves.

A zone of closely packed Terrain is considered Area Terrain. Any Area Terrain on the Battlefield must have a clearly delineated zone which it covers, as agreed by all Players. As with Terrain Pieces, some Area Terrain may have a Base, but these are ignored for the purposes of measuring distances or adjudicating the placement of Models - other Models may be placed on top of an Area Terrain Base, and never count as being in Base Contact with Area Terrain. When placing a zone of Area Terrain, the Players must define a boundary for that zone of Area Terrain. This can be the Base, if the zone has one, or any other clear boundary point that shows where the Area Terrain begins and ends.

Any Model that is within the boundary of a zone of Area Terrain is eligible for a Cover Save and all zones of Area Terrain are also considered Difficult Terrain. The Cover Save provided by a given zone of Area Terrain is determined by its class, either Light Area Terrain, Medium Area Terrain or Heavy Area Terrain, as noted below:
  • Light Area Terrain provides a 6+ Cover Saves to all Models within its boundaries.
  • Medium Area Terrain provides a 5+ Cover Save to all Models within its boundaries.
  • Heavy Area Terrain provides a 4+ Cover Save to all Models within its boundaries.

Medium Area Terrain blocks Line of Sight if that Line of Sight passes through more than 3" of an Area of Terrain. Heavy Area Terrain always blocks Line of Sight, Models within Heavy Area Terrain cannot ever draw Line of Sight to any other Models and Models outside of Heavy Area Terrain cannot draw Line of Sight to Models within Heavy Area Terrain. Line of Sight can never be drawn through Heavy Area Terrain, regardless of the distance covered by the Terrain. Light Area Terrain does not block Line of Sight.

Some Areas of Terrain may include multiple levels, such as ruins with more than one floor upon which Models can be placed. These follow all of the usual Rules for Terrain levels, and the floors are all considered as being within the same Area of Terrain - with the exception that Weapons with the Blast (X) and Barrage Special Rules are only required to attack the uppermost floor if the Target Model or point on the Battlefield is on one of the numbered floors or on the Battlefield surface directly under the first Terrain level. This is intended to stop attacks targeting Models distant from any levels within an Area of Terrain being unfairly protected from attack by Weapons with the Barrage Special Rule.
Line of Sight
Some Rules will ask Players to determine Line of Sight between two Models or a Model and a point on the Battlefield, checking whether one Model can ‘see’ another. Most often this is part of an attack, as a Model must have Line of Sight to its target in order to make any attack.

To determine Line of Sight, use a tape measure or other device to determine if an unbroken straight line can be drawn between the first Model and its target. If a piece of Terrain, Model with the Vehicle Type or other obstruction breaks the line between those two Models then there is no Line of Sight, if the line is unobstructed then both Models have Line of Sight to each other.

In the example pictured above, a Salamander is in close proximity to two Iron Warriors. The topmost Iron Warrior and the Salamander have Line of Sight to each other, as no terrain or other obstruction breaks the line between the two Models. However, no Line of Sight exists between the lower Iron Warrior and the Salamander, as the building breaks the line between the two Models.

Area Terrain only obstructs Line of Sight if the line passes through more than 3" of an Area of Terrain - except for Heavy Area Terrain, which always obstructs Line of Sight, and Light Area Terrain, which never blocks Line of Sight. Models that do not have the Vehicle Type do not obstruct Line of Sight regardless of their size. Models that are Embarked on another Model, in Reserves or otherwise not on the Battlefield never have Line of Sight to any other Model. Note that if a Model has Line of Sight to another Model, then that Model must have Line of Sight to the first Model, and that a Model is always considered to have Line of Sight to itself and is always considered to be in range of itself while it is on the Battlefield.

When determining if a Model has Line of Sight to a Unit, it only needs to have Line of Sight to one Model that is part of that Unit. This does not grant that Model Line of Sight to any other Models in the Unit that are otherwise hidden and does not affect how or to which Models wounds or Hits can be assigned.
The Flyer Sub-Type
The following Rules are exceptions to the Core Rules that always apply to a Model with the Flyer Sub-Type at all times during a Horus Heresy Battle:
  • Whilst on the Battlefield, a Model with the Flyer Sub-Type does not block Line of Sight or the Movement of any Model.
  • When moving a Model with the Flyer Sub-Type, ignore all Terrain effects and Rules. However, a Model with the Flyer Sub-Type may still not end a move in or on Impassable Terrain, a Terrain Feature or a Building.
  • Models with the Flyer Sub-Type may move through Models with the Vehicle Type, but never inflict Hits on enemy Units they move through and are never eligible to be the Target of the Death or Glory Advanced Reaction.
  • No Model of any kind may join a Unit that includes a Model with the Flyer Sub-Type.
  • A Model with the Flyer Sub-Type can never gain any Tactical Statuses and ignores any Rules that would force it to do so.
  • A Model with the Flyer Sub-Type may never be Locked in Combat or attacked in any way during the Assault Phase and may not be targeted by attacks made using a Melee Weapon.
  • A Model with the Flyer Sub-Type may never make a Reaction of any kind, unless that Reaction specifically states it may be made by Models with the Flyer Sub-Type - but can be targeted by Reactions.
  • When a Player is instructed to roll on the Vehicle Damage Table for a Model with this Sub-Type, no roll is made. Instead, the Model loses a single Hull Point.
Disembarking
Disembarking covers the Rules for moving Units ‘out’ of Transports.

During the Move Sub-Phase of the Movement Phase, when a Player selects a Model with the Transport Sub-Type that they control, the Player may choose to Disembark a Unit Embarked upon that Model (as long as that Unit did not Embark in the same Movement Phase). A Unit may only Disembark before the Model it is Embarked upon has moved or after it has finished moving, not part way through a Unit’s move. Once a Unit has Disembarked from a Model that has moved in that Move Sub-Phase, the Model it was Embarked upon may not move any further that same Phase. Conversely, a Model that has not yet moved, but from which a Unit has Disembarked, may still move as normal.
Combat Assignment: Extraction Mission
A Model assigned an Extraction Mission must have the Transport Sub-Type and may not have any Units Embarked upon it when assigned an Extraction Mission. Once assigned an Extraction Mission in the Reserves Sub-Phase, a Model must be immediately placed onto the Battlefield by its Controlling Player. The Model may be placed anywhere along the Battlefield Edge that is within the Controlling Player’s Deployment Zone. This deployment can trigger the Intercept Advanced Reaction, but any attacks made at the Model are made as Snap Shots.

In the Movement Phase, a Model with an Extraction Mission can be selected and must then move up to a number of inches equal to its Movement Characteristic straight forwards without turning. At this point a Combat Air Patrol can be declared by the Reactive Player. Once any Combat Air Patrol Reactions have been resolved, an eligible Unit that has all of its Models within 2" may Embark upon the Model performing the Extraction Mission, even if that Unit has a Tactical Status that would prevent it from being able to Embark. Note that the Model assigned the Extraction Mission uses the edge of its flying base as an Access Point.

In the Shooting Phase, a Model that has been assigned an Extraction Mission may make Shooting Attacks, but may only attack with Defensive Weapons. At the end of the Controlling Player’s Shooting Phase, the Model assigned an Extraction Mission is removed from play and returned to Aerial Reserves. Any Units Embarked upon the Model assigned an Extraction Mission remain Embarked while this Model is in Aerial Reserves, but any Tactical Statuses the Models in the Embarked Unit have are removed.
© Vyacheslav Maltsev 2013-2026