Monday, 20 July 2015

Skyshield Landing Pad Rules

Skyshield

I would like to propose the establishment of a clearer set of rules for the Skyshield Landing Pad, as the current situation is far from being clear.



Cost: 75 Points

Upgrade: Ready for Take-off 5 Points

May take items from the Obstacles list.

The landing pad is not a building - it should be regarded as a special kind of battlefield terrain (i.e. open ground). It can therefore accommodate as many units and/or models as can be fitted on its surface, observing standard rules for minimum distances between models of different units. It cannot be shot at or destroyed.

The landing pad has two modes - shielded and unfurled. This is determined by the controlling player at the start of their movement phase. If the pad is being contested by players from opposing sides, it remains in whatever mode it was in at the point the contest started.

When unfurled, the landing pad provides a non-scattering arrival point for models arriving from reserve via deep strike or similar teleportational methods. Note: this non-scattering rule only applies when the landing pad is free from other models; in the event of other units being on the pad, scatter and deep strike mishap rules apply as normal. In addition, models with jump, jet-pack, jet-bike or skimmer special rules can move on and off the landing pad without having to take a dangerous terrain test.

When in shielded mode, the pad confers a +4 Invulnerability save on all models vs shooting attacks that are standing on its surface.

Models wishing to move onto and/or assault units on a landing pad may do so following the usual rules for moving onto or assaulting dangerous terrain. This means taking a difficult terrain test, a dangerous terrain test (on a roll of 1 on a d6, models suffer a wound, with armour and invulnerable saves being allowed), and/or deducting 2 from charge rolls.

Any model may attempt to move onto a skyshield landing pad, with the following restrictions: non-infantry models must be able to place their entire base on the pad in the movement or running phase that they are in. Failure to achieve a high enough roll on the difficult terrain test will denote that the attempt to move onto the landing pad has failed. Note: models that fail to move onto the pad as a result of this will still need to make a dangerous terrain test even though they failed to gain access to the pad.

If the landing pad has been bought with Ready for Take-off, the controlling player may choose to start with a flyer with the Hover special rule on the pad.

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