Armour

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Physical Armour
| Armour | Save | Special |
|---|---|---|
| 'Eavy Armour | 4+ | |
| Aspect Armour | 3+, 4+ or 5+ depending on the type of Aspect armour | |
| Carapace Armour | 4+ | |
| Exo-Armour | 4+ | |
| Flak Armour | 6+5+ against Blast and Template weapons | |
| Holo-Suit | – | |
| Mesh Armour | 5+ | |
| Power Armour | 3+ | |
| Primitive Armour | 6+5+ against Primitive weapons | |
| Rune Armour | 4+ | |
| Terminator Armour | 3+ |
Personal Force Fields
| Armour | Save | Special |
|---|---|---|
| Conversion Field | 4+ | |
| Displacer Field | 3+ | |
| Power Field | 2+ | |
| Refractor Field | 5+ |
Shields
| Armour | Save | Special |
|---|---|---|
| Primitive Shield | 6+ against Primitive weapons | |
| Storm Shield | 4+ | |
| Suppression Shield | – |
General Armour Special Rules
Name
Rule
Related
The saving throw is rolled on 2D6 rather than a single D6, so even a heavy negative save modifier may be saved against.
A save made against this armour discharges a blinding flash, filling a circle whose radius in inches matches the attacker's or weapon's Strength.
Models within that area with no eye protection are blinded on a D6 roll of 4, 5 or 6, until the beginning of their next turn. A blinded model may not move or shoot, and fights in Hand-to-Hand Combat with a Weapon Skill of 1.
The field produces a hazy band of light around the wearer, who may not Hide.
The field is a miniature warp drive slaved to a proximity detector. Whenever the wearer is struck—shot, psychic attack or close combat blow—it triggers on a D6 roll of 3+, carrying them D6" in a direction the scatter dice decides.
The attack misses of its own accord, unless it works by template or blast marker and the wearer comes down still inside the area. A safety mechanism refuses to displace the wearer into anything solid—a wall, a vehicle, another model—and any such result is rerolled.
Against a Vortex Grenade the field does not help at all: it fires, and drags its wearer into the warp in the same instant.
The generator is bulky enough that the wearer counts as Encumbered.
This saving throw is taken before the model's armour save, and in addition to it.
Protection applies only to the model's forward 90° arc. Shots and hand-to-hand combat blows originating outside that arc ignore the shield completely.
The shield is grasped in one hand, so the model may not carry a weapon that needs two hands. The other hand may hold a pistol or a close combat weapon.
In Hand-to-Hand Combat the model may Parry, forcing the opponent to reroll one attack dice before Combat Scores are calculated.
When the model charges into Hand-to-Hand Combat it automatically inflicts a Strength 3 hit on one opponent, with a save modifier of 0, causing 1 wound.
Where more than one opponent is charged the player chooses which takes the hit. The discharge is resolved before hand-to-hand combat takes place.
In Hand-to-Hand Combat the field counts for nothing—an opponent simply reaches inside the bubble to strike.
A Targeter is fitted as standard, linked to whichever ranged weapon the model carries.
A Teleport Homer is fitted as standard, to assist in teleport operations.
No saving throw modifier touches this save; its stated roll always succeeds.
Unique Armour Special Rules
Name
Rule
Where other armour is worn, the shield instead adds +1 to the model's armour save against Primitive Weapons. Against advanced weaponry—boltguns, lasguns and their kind—it counts for nothing.
The shield adds +2 to the model's armour saving throw against shooting or hand-to-hand combat damage.
Nothing matches that filter.