Wargear
Armour
JumpClosePhysical Armour
Physical Armour
- Save
- 4+
- Save
- 3+, 4+ or 5+depending on the type of Aspect armour
- Save
- 4+
- Save
- 3+worn by a Carnifex, rolled on 2D6
- Save
- 4+worn by a Hive Tyrant
- Save
- 5+worn by a Tyranid Warrior or a Genestealer
- Save
- 4+
- Save
- 6+
- Save
- 5+against Blast and Template weapons
- Save
- –
- Save
- 2+
- Save
- 4+unmodified, taken if the first save fails
- Save
- 5+
- Save
- 3+
- Save
- 6+
- Save
- 5+against Primitive weapons
- Save
- 4+
- Save
- 4+
- Save
- 3+rolled on 2D6
Personal Force Fields
- Save
- 4+
- Save
- 3+
- Save
- 2+
- Save
- 5+
- Save
- 4+
Shields
- Save
- 6+against Primitive weapons
- Save
- 4+
- Save
- –
General Armour Special Rules
2D6 Save
The saving throw is rolled on 2D6 rather than a single D6, so even a heavy negative save modifier may be saved against.
See Armour Saves.
Blinds
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+, until the beginning of their next turn. A blinded model may not move or shoot, and counts as Weapon Skill 1 in Hand-to-Hand Combat.
Cannot Hide
The field produces a hazy band of light around the wearer, who may not Hide.
See Hiding.
Displacement
The field is a miniature warp drive slaved to a proximity detector. A hit alone does not set it off: the attack must go on to wound. Where it does, the wearer saves on a D6 roll of 3+ and is carried D6" in a direction the Scatter Dice decides.
Hits that land together are answered together. A squad's shooting, or one burst from a Sustained Fire weapon, counts as a single moment: the wearer takes every save first and then displaces once, provided they live and at least one of those saves was the field's. In Hand-to-Hand Combat they save as each blow falls and displace once, when the fighting is over.
The attack misses of its own accord, unless it came from a Template Weapon or Blast Weapon and the wearer comes down still inside the area. Where the wearer lands only partly clear of it, the firer catches them on a D6 roll of 4+. A safety mechanism refuses to displace the wearer into anything solid—a wall, a vehicle, another model—and any such result is rerolled.
A flamer's hit is saved against as usual. A wearer who saves and lands wholly clear of the template cannot Catch on Fire; one who fails the save, or lands still partly beneath it, may. Once the wearer is alight, the field turns aside no further hits.
A psychic attack is saved against only where the power strikes as a physical thing, a bolt of energy or force hurled at the wearer. A power that works on the mind or the body directly gets no save from the field.
Against a Vortex Grenade the field does not help at all: it fires, and drags its wearer into the warp in the same instant.
Encumbered
The generator is bulky enough that the wearer counts as Encumbered.
Extra Save
This saving throw is taken before the model's armour save, and in addition to it.
See Armour Saves.
Forward 90° Arc
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.
Holo-Field
The suit makes its wearer harder to hit rather than protecting against damage directly. Every shot at the model is at a further -1 to hit, over and above the usual modifiers for cover, target speed and the rest.
A model wearing a holo-suit can only be Detected, never Spotted, while Hidden.
See Hiding.
One-Handed Only
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.
Parry
In Hand-to-Hand Combat the model may Parry, forcing the opponent to reroll one attack dice before Combat Scores are calculated.
Second Save
Where the first saving throw fails, the model takes the second save in the profile as well. No Save Modifier applies to that second roll.
See Armour Saves.
Shock Discharge
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.
Shooting Only
In Hand-to-Hand Combat the field counts for nothing—an opponent simply reaches inside the bubble to strike.
Targeter
A Targeter is fitted as standard, linked to whichever ranged weapon the model carries.
Teleport Homer
A Teleport Homer is fitted as standard, to assist in teleport operations.
Unmodified Save
No saving throw modifier touches this save; its stated roll always succeeds.
See Armour Saves.
Unique Armour Special Rules
Chitinous Armour
Plate grown rather than worn. Shell thickness varies from one creature to the next, so each profile carries the save that creature's carapace affords.
Exo-Armour
Primitive Shield
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.
Suppression Shield
The shield adds +2 to the model's armour saving throw against shooting or hand-to-hand combat damage.
Nothing matches that filter.