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Defences


Armour

Name

DEF

Locations

Equipment and notes

A/R Cost

Terminator Armour

12

All

Radio hearing and transmit, Life support in vacuum, IR vision, PowerFist, +10 STR

160 / 33

Space Marine Armour

9

All

Radio hearing and transmit, Life support in vacuum, IR vision, +5 STR

63 / 16

Power Armour

9

5-18

IR vision, +5 STR

43 / 10

Flak Armour

4

10-13

12 / 3

Eldar Mesh Armour

5

All

1/2 Mass (+1/2), Radio hearing and transmit, Life support in vacuum

30 / 9

Eldar Aspect Armour

7

All

1/2 Mass (+1/2), Radio hearing and transmit, Life support in vacuum

36 / 11

Ork Body Armour

3

10-13

9 / 2

Ork 'Eavy Armour

7

4-6, 9-18

21 / 4

Ork Mega-Armour

12

4 -18

Shoota, Power-claw, 2x mass (-1 1/2)

150 / 31

All armour is costed as OIF (-1/4), Independent (-2), Real Armour (-1/4), Mass (-1). Note that heavy Ork armours leave the face exposed, while normal power armour leaves the upper head exposed. In the latter case, this can be covered with a helmet, increasing the real cost by one.

Force Fields and Wards

Name

DEF

Locations

Equipment and notes

A/R Cost

Refractor Field

6

All

0 END (+1/2), Not vs hand to hand attacks (-1), Change Environment: slight glow, linked to Force Field (-1/2)

23 / 5

Conversion Field

7

All

0 END (+1/2), not vs hand to hand attacks (-1), linked to Flash (-1/2)3d6 Flash, explosive (+1/2), 0 END (+1/2), unranged, (-1/2), ), triggered by impact doing more damage than shield can stop (+1/4)

88 / 22

Displacer Field

0

All

Teleport 5", random direction (&endash;1/4), triggered by successful dangersense roll (+1/4), Dangersense (11-), linked to teleport (-1/2)

22 / 6

Pentagrammic Wards

0

All

2d6 drain (versus all physical characteristics, +2), area effect radius 4" (+1), only versus Daemons (-1)

60 / 14

Hexagrammic wards

5

All

0 END (+1/2), Only versus mental attacks (-1),10 points mental DEF, linked to Force field (-1/2)

25 / 6

All Force Fields and wards are costed as IIF (-1/4), Independent (-2), except the Refractor field which is costed as OIF (it glows slightly). Force Fields cannot be combined with each other, although they may be worn over armour.

Shields

Name

Effects

STR min

A/R Cost

Buckler

+1 DCV

5

5 / 1

Shield

+2 DCV

10

10 / 2

Large Shield

+3 DCV

15

15 / 3

Suppression Shield

+2 DCV, linked to 3d6 HA NND at 0 END

10

47 / 12

Mirror Shield

+2 DCV, Missile Reflection, only versus enegry weapons (-1)

10

50 / 10

Storm Shield

+2 DCV, 10 PD/ED force field, requires a successful blocking roll (-1/2), 0 END

10

40 / 9

All shields are costed as OAF (-1), Independent (-2), STR Min (-1). However the extra powers of the technological shields do not have STR Min.