Shields
Shields are a new kind of weapon introduced in the 1.4 version update released alongside the Lex Imperialis DLC.
They are unusual in that by default they take up one slot of each of a character's weapon sets, preventing the use of two handed weapons at all. This can be mitigated by taking the Shield Mastery Common Talent which makes a shield take up only a normal single slot in a one weapon set. However if you are wishing to make use of a shield in both weapon sets it's better not to take this talent as you would then need two shields and the number of unique shields with good stats and abilities is limited.
Shields add a third attack evasion type, alongside Dodge and Parry, called Block. As it is rolled in addition to those it can significantly increase your chances of avoiding attacks. However Block is primarily based on the shield's block chance, with very few ways to improve it, though conversely there are no ways for enemies to reduce your block chance, unlock dodging or parrying.
| Name | Block Chance | Description | Restrictions |
|---|---|---|---|
Adeptus Arbites Shield |
25 | Shields allow the wielder to block attacks.
The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Advanced Shield |
50 | The wielder gains +2 deflection and +(4 × WS bonus)% parry. Shields allow the wielder to block attacks. The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Defender |
40 | At the end of their turn, the wielder gains (4 × FEL bonus) temporary wounds for each adjacent ally.
Whenever an adjacent ally takes damage, (10 × wielder's Iconoclast rank)% of that damage is dealt to the wielder instead. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Flames of Retribution |
35 | At the start of combat, the wielder suffers 1 level of burning and cannot remove burning through resistance tests.
At the end of their turn, the wielder inflicts (2 × wielder's levels of burning) levels of burning on all adjacent creatures. If enemies affected are xenos or daemons, they additionally suffer (4 × wielder's levels of burning) fire damage with 5% armour penetration. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Gunnery Shield |
35 | The wielder gains +1 deflection. Reloading a shotgun costs 0 AP. Shields allow the wielder to block attacks. The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Hardened Shield |
22 | The wielder gains +1 deflection and +(2 × WS bonus)% parry. Shields allow the wielder to block attacks. The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Heavy Shield |
30 | The wielder gains +1 deflection and +(2 × WS bonus)% parry. Shields allow the wielder to block attacks. The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Insulator Shield |
25 | The wielder gains +1 deflection and +(2 × WS bonus)% parry. Their incoming energy, fire, and shock damage are reduced by −35%. Shields allow the wielder to block attacks. The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Intimidating Growl |
40 | Requires Heretical — Follower
Whenever the wielder blocks an attack, if possible, they counter-attack that enemy, gaining an additional +(15 × Heretical rank)% critical hit chance. |
Requires: Heretical — Follower Must Not Have: |
Iron Shield |
40 | Shields allow the wielder to block attacks.
The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Kinesiostatic Shield |
35 | The wielder gains +1 deflection and +(2 × WS bonus)% parry. Whenever the wielder successfully blocks an attack, they gain a number of kinesiostatic shield stacks equal to the portion of that attack's damage.
When the wielder makes an attack with this shield, it deals an additional +number of kinesiostatic shield stacks energy damage with 50% armour penetration. After that, all stacks are removed. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Last Stand |
40 | While the wielder has less than 4 traumas and an adjacent ally still in combat, the wielder's wounds cannot drop below 1. Each instance of lethal damage inflicts a random trauma instead. Shields allow the wielder to block attacks. The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Meragon Shield |
40 | The wielder's incoming damage is reduced by −(10 × Dogmatic rank)%, and damage dealt to xenos and daemons is increased by +(5 × Dogmatic rank)%. Shields allow the wielder to block attacks. The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Old Shield |
35 | Shields allow the wielder to block attacks.
The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Radiant Shield |
25 | Whenever the wielder blocks an attack, the attacker must pass an Agility resistance test or become blinded for 1 round. Shields allow the wielder to block attacks. The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Reflective Shield |
20 | The wielder gains +1 deflection. Shields allow the wielder to block attacks. The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Shield |
20 | Shields allow the wielder to block attacks.
The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Shield of Unfaltering Will |
40 | The wielder's successful attacks of opportunity inflict immobilise on the target. Shields allow the wielder to block attacks. The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Solid Shield |
40 | The wielder gains +2 deflection and +(3 × WS bonus)% parry. Shields allow the wielder to block attacks. The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Special Privilege |
30 | After leaving a Combat Tactics area, the wielder retains its effects until they move into another Combat Tactics area. Shields allow the wielder to block attacks. The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Steel Triad |
30 | There are three copies of this shield.
The wielder gains bonuses based on the number of adjacent allies wielding the Steel Triad:
Shields allow the wielder to block attacks. The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |
Stronghold (Shield) |
25 | Whenever the wielder blocks an attack, they gain (2 × TGH bonus) temporary wounds. Shields allow the wielder to block attacks. The first use of a shield attack in a turn costs −1 AP less. |
Must Not Have: Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest |