Unaligned – Skyshield Landing Pad
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6

Skyshield Landing Pad

NoNAME MWSBSSTWALdSvBase
120
Skyshield Landing Pad (base: Use model)
1
120
Skyshield Landing Pad
----820--4+Use model
A Skyshield Landing Pad is a single model.
ABILITIES
ABILITIES
Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. When resolving an attack made against this model in the Fight phase, do not make a hit roll: it automatically scores a hit. This model can shoot in your Shooting phase even if there are enemy units within 1" of it, and friendly units can target enemy units that are within 1" of this model.
Landing Pad Configuration: Units can move across this model as if it were a terrain feature. When this model is set up on the battlefield, select either the Shielded or Unfurled configuration to be in effect. At the start of your Movement phase, if there are no enemy models within 1" of the Skyshield Landing Pad, you can change which configuration is in effect:
  • Shielded: Whilst this configuration is in effect, models that are on top of the Skyshield Landing Pad have a 5+ invulnerable save against attacks made in the Shooting phase if the attacking model is not also on top of the Skyshield Landing Pad. The Skyshield Landing Pad itself does not receive an invulnerable save in this manner.
  • Unfurled: Whilst this configuration is in effect, if a friendly VEHICLE unit with the Flyer Battlefield Role spends its entire turn on top of a Skyshield Landing Pad in this configuration, that model regains up to D3 lost wounds at the end of the turn.

Designer’s Note: If you cannot physically remove this model from your battlefield when it is destroyed (because, for example, it is glued to the surface) then it is wrecked – from that point on, you can no longer use its abilities.
FACTION KEYWORDS: UNALIGNED
KEYWORDS: BUILDING, VEHICLE, SKYSHIELD LANDING PAD
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Faction Rules
© Vyacheslav Maltsev 2013-2021