Unaligned – Skyshield Landing Pad
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7

Skyshield Landing Pad

NoNAME  M WS BS S T W A Ld Sv Base
140
Skyshield Landing Pad (base: Use model)
1
140
Skyshield Landing Pad
- - - - - - - - - Use model
A Skyshield Landing Pad is a single model.
ABILITIES
ABILITIES
Terrain Feature: After this model is setup, it is treated as an Obstacle terrain feature with the following terrain traits:
  • Light Cover
  • Heavy Cover
  • Scalable
  • Exposed Position
Landing Pad Configuration: When this model is set up, select either the Shielded or Unfurled configuration to be in effect (see below). While there are any Skyshield Landing Pads on the battlefield, Infantry units in your army can attempt the following action:
Change Configuration (Action): At the end of your Movement phase, one INFANTRY unit from your army that is within 3" a Skyshield Landing Pad terrain feature can start to perform this action provided no enemy units are within 3" of that terrain feature. The action is completed at the end of your turn. Once completed, you can change the configuration that is in effect for this terrain feature.

Shielded: While this configuration is in effect, this terrain feature loses its Exposed Position terrain trait and all models on top of this terrain feature receive a 6+ invulnerable save against ranged attacks. This invulnerable save does not apply if the firing model is also on top of this terrain feature.

Unfurled: While this configuration is in effect, AIRCRAFT units from your army can perform the following action, even though AIRCRAFT cannot normally perform actions:
Repair and Rearm (Action): At the end of your Shooting phase, one AIRCRAFT unit from your army (excluding those with the Airborne ability) that is on top of a friendly SKYSHIELD LANDING PAD with the Unfurled configuration in effect can start to perform this action. The action is completed at the end of your next Movement phase provided that AIRCRAFT is still on top of the same SKYSHIELD LANDING PAD. Once completed, that model:
  • Is repaired, and regains 3 lost wounds (a model can only be repaired once per turn).
  • Is re-armed, and can use any ‘one use only’ weapons and abilities it has on its datasheet that it has already used during this battle one additional time. In addition, the next time this model is selected to shoot, until the end of the phase, each time it makes a ranged attack, add 1 to that attack’s hit roll.
Each AIRCRAFT model can only perform this action once during a battle.
FACTION KEYWORDS: UNALIGNED
KEYWORDS: TERRAIN, OBSTACLE, SKYSHIELD LANDING PAD
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Heavy Cover
When an attack made with a melee weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack unless the model that the attack is allocated to made a charge move this turn (invulnerable saving throws are not affected).

  • +1 to saving throws against melee weapons unless model has made a charge move this turn.
  • Invulnerable saving throws unaffected.
Exposed Position
Models never receive the benefits of cover while they are on top of this terrain feature, but they can gain the benefits of cover while they are behind it.

  • Models do not receive benefits of cover while on top of this terrain feature.
Faction Rules
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.
Scaleable
Only INFANTRY, BEASTS and SWARM models, and models that can FLY, can be set up or end a move on top of an Obstacles terrain feature with this trait. Only INFANTRY, BEASTS and SWARM models, and models that can FLY, can be set up or end a move on the upper floors of an Area Terrain feature with this trait (other models can be set up or end a move on the ground floor). INFANTRY, BEASTS and SWARM models can move through the floors, ceilings, and gantries of this terrain feature without impediment.

  • Only INFANTRY, BEAST, SWARM and FLY models can be set up or end a move on top of this terrain feature (excluding ground floor).
  • INFANTRY, BEAST and SWARM models can move through the floors, ceilings and gantries.

The OBSTACLE keyword is used in the following Unaligned datasheets:

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