Only War Armour

Armour

Primitive Armour
Name Locations Covered AP Weight Availability
Heavy Leathers Arms, Body 1 5 Common
Chainmail Suit Arms, Body, Legs 3 15 Common
Feudal World Plate All 5 30 Scarce
Death World Beast Hide Vest Body 6 20 Very Rare
Flak Armour
Name Locations Covered AP Weight Availability
Flak Helmet Head 2 2 Average
Flak Gauntlets Arms 2 1 Average
Light Flak Cloak Arms, Body, Legs 2 4 Scarce
Flak Vest Body 3 5 Average
Flak Cloak Arms, Body, Legs 3 8 Scarce
Flak Kilt Legs 2 4 Rare
Flak Coat Arms, Body 3 5 Average
Imperial Guard Flak Armour All 4 11 Scarce
Carapace Armour
Name Locations Covered AP Weight Availability
Carapace Helm Head 4 2 Rare
Carapace Gauntlets Arms 5 2 Rare
Carapace Greaves Legs 5 3 Rare
Light Carapace All 5 15 Rare
Carapace Chestplate Body 6 7 Rare
Storm Trooper Carapace All 6 15 Very Rare

Force Fields

Name Protection Rating Weight kg Availability
Refractor Field 30 2 Very Rare
Conversion Field 50 1 Extremely Rare
Displacer Field 55 2 Near Unique
Power Field (Personal) 80 50 Near Unique
Power Field (Vehicle/Emplacement) 80 500 Very Rare

Armour Rules

The 41st Millennium is not only filled with dangerous enemies, but also dangerous weapons, any of which can maim or kill in a heartbeat. Nearly every race in the galaxy has developed protective measures, ranging from simple animal skins to highly sophisticated powered shells and protective energy fields. Depending on the society, even civilians may wear armour in their daily routine. When one routinely operates in the warzones of the Imperium, this is even more essential. Armour provides Armour Points (AP) to various locations on a character’s body. In addition, some kinds of armour have special properties noted in their description. Armour Type: The type of armour it is.
Location(s) Covered: What locations the armour covers, a combination of arms, legs, body, and head. Some armour covers all four locations and is noted as covering “All.” AP (Armour Points): How many Armour Points the armour provides for the locations covered. Any armour that provides 7 or more APs inflicts a –30 penalty on the wearer’s Stealth Tests.
Wt (Weight): Represents how much the armour weighs. For information on how much a character can carry, refer to Chapter I: Playing the Game (see page 36).
Availability: This identifies the armour’s availability, and is used when making Logistics Tests to acquire the armour (see page 161).

MIXING ARMOUR

You can mix pieces of armour. However, their protective qualities do not “stack.” When an area covered by multiple pieces of armour is struck, use only the highest AP value. For example, if a Catachan Guardsman wearing flak armour beneath a heavy leather pelt is hit in the body, the lower value of the heavy leathers (AP 2) is ignored and the Armour Points of the Flak Armour (AP 4) are used for the purposes of calculating Damage.

PRIMITIVE ARMOUR

Primitive Armour is the norm on many feudal or feral planets, the lower levels of some hives where technology is unreliable or too expensive, and many alien worlds. Protection at this level often consists of reinforced animal hides, metal plating worn over the chest, chainmail, or combinations of these and other crude methods. Primitive armour will rarely stop a lasgun hit outright, but can turn a blade and is better than no protection at all.

FLAK ARMOUR

The most common type of armour in the galaxy is Flak Armour, as it is standard issue to the countless millions of Imperial Guardsmen. Many layers of ablative and impact absorbent material go into making each suit, enough to deflect or negate most low-level attacks such as small arms, shrapnel, and proximity blasts. Solid hits from high impact weapons can generally negate it, but given that it is relatively lightweight, cheap to produce, and dependable in most combat situations, many veterans keep using it even when offered better. As long as the wearer is not on the target spot of the blast, Flak Armour counts as 1 AP higher against Damage from weapons with the Blast Quality.

CARAPACE ARMOUR

Carapace Armour is generally a sign of status and is mostly worn by Imperial officers and agents. Made from moulded plates of armaplas, ceramite, or other strong materials, it can cover the entire body or just sections depending on the desired level of protection. Storm Troopers, for example, wear full body suits including a helmet, while most soldiers are lucky to gain access to just a simple chestplate to wear over more comfortable mesh or flakweave suits. Some bodysuits have slots designed for simple carapace plates to be inserted in, so that the overall suits can be rapidly configured for as much or little protection as desired. Damaged plates can be more easily replaced without requiring the purchase of an entire new suit.

Force Fields

There are many situations in which wearing overt armour is either impractical or impossible and a more subtle means of protection is necessary. Defensive force fields are one solution, as they are generally easily concealable and very effective. Each is often a rare antique that may date back to the Great Crusade, and no grunt Guardsman would be trusted with such a priceless relic. In the Imperial Guard, Force Fields are reserved for those who have proven themselves in many campaigns.
A character may only benefit from one field at a time, regardless of how many different fields he may have equipped. When a character wearing an active field is attacked, roll 1d100. If the result is lower than or equal to the field’s protection rating, the attack is nullified and has no effect on the protected character (although the attack might have an impact on the character’s surroundings or other nearby characters, such as weapons with the Blast Quality). Fields can also overload. Compare the 1d100 roll to avoid Damage to Table 6–18: Field Overload Chance. If the result is lower than or equal to the listed number, the field overloads and ceases to function until it is recharged or repaired (requiring the Mechanism Replenishment upgrade or a successful Very Hard (–30) Tech-Use Test).
Field Overload Chance
Field Craftsmanship Overload Roll
Poor 01-15
Common 01-10
Good 01-05
Best 1
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