Shields

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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.
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

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.
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

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.
Shields allow the wielder to block attacks. The first use of a shield attack in a turn costs −1 AP less.

Requires:
Heretical — Follower

Must Not Have:
Aeldari Equipment, Drukhari Equipment, Adeptus Astartes Equipment, Tech-Priest


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.
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

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:

1 ally: +2 deflection, +10% block
2 allies: the Combat Master talent, +10% block, area attack damage suffered reduced by −30%

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