Armour

Name Type Location AP Max Ag Protection Rating Weight Availability Note Page
Armoured Bodyglove Basic Arms, Body, Legs 2 - - 5 kg Rare (-20) PG 168 CB
Chainmail Suit Basic Arms, Body, Legs 3 35 - 15 kg Common (+10) PG 168 CB
Feudal World Plate Basic All 5 25 - 30 kg Scarce (-10) PG 168 CB
Heavy Leathers Basic Arms, Body 1 - - 5 kg Common (+10) PG 168 CB
Imperial Robes Basic Arms, Body, Legs 1 - - 4 kg Average (+0) PG 168 CB
Mould Suit Basic All - 40 - 10 kg Rare (-20) Grants a +40 bonus to any Toughness test made to resist the effects of gasses, as well as a +10 bonus for resisting extreme temperatures and being set on fire. Contains rebreather for 5 hours. If takes more than 5 points of damage in a single round, the suit becomes damaged and require repair. PG 168 CB
Carapace Chestplate Carapace Body 6 55 - 7 kg Rare (-20) PG 168 CB
Carapace Gauntlets Carapace Arms 5 - - 2 kg Rare (-20) PG 168 CB
Carapace Greaves Carapace Legs 5 - - 3 kg Rare (-20) PG 168 CB
Carapace Helm Carapace Head 4 - - 2 kg Rare (-20) PG 168 CB
Enforcer Light Carapace Carapace All 5 45 - 15 kg Rare (-20) PG 168 CB
Militarum Tempestus Carapace Carapace All 6 45 - 15 kg Very Rare (-30) PG 168 CB
Flak Cloak Flak Arms, Body, Legs 3 55 - 8 kg Scarce (-10) Counts 1 AP higher against Blast. PG 168 CB
Flak Coat Flak Arms, Body 3 60 - 5 kg Scarce (-10) Counts 1 AP higher against Blast. PG 168 CB
Flak Gauntlets Flak Arms 2 - - 1 kg Average (+0) Counts 1 AP higher against Blast. PG 168 CB
Flak Helmet Flak Head 2 - - 2 kg Average (+0) Counts 1 AP higher against Blast. PG 168 CB
Flak Vest Flak Body 3 60 - 5 kg Average (+0) Counts 1 AP higher against Blast. PG 168 CB
Imperial Guard Flak Armour Flak All 4 50 - 11 kg Scarce (-10) Counts 1 AP higher against Blast. PG 168 CB
Light Flak Cloak Flak Arms, Body, Legs 2 55 - 4 kg Scarce (-10) Counts 1 AP higher against Blast. PG 168 CB
Field Wall Generator Force Field - - - 65 18 kg Very Rare (-30) consists of two or more generators. Turning on or off a generator requires a Full Action, which also activates all other linked generators. A linear force field then forms between each generator, 1.5 metres high and up to 8 metres in length. The barrier acts as cover, so only parts of the body protected by the field wall gain force field protection. If a wall section overloads, then only that portion between the two generators shuts down PG 169 CB
Flare Shield Force Field - - - 25 3 kg Extremely Rare (-40) Protection rating doubled against weapons with the Blast or Spray qualities. If the shield overloads, it inflicts 1d10 Energy damage to the wearer that ignores Toughness bonus and Armour. PG 169 CB
Power Field (Personnel) Force Field - - - 80 50 kg Near Unique (-50) Bulky. Imposes -20 to stealth tests and dose not defend against ranged attacks made within 1 metre or melee. PG 169 CB
Power Field (Vehicle/Emplacement) Force Field - - - 80 500 kg Near Unique (-50) Bulky. Imposes -20 to stealth tests and dose not defend against ranged attacks made within 1 metre or melee. PG 169 CB
Refractor Field Force Field - - - 30 2 kg Very Rare (-30) Imposes a -20 to Stealth tests when active. PG 169 CB
Rosarius Force Field - - - 50 0.6 kg Extremely Rare (-40) Allies who can draw a line of sight to a character with a rosarius gain a +10 bonus to Fear and Pinning tests; this is lost if the wearer dies or suffers any Critical damage. PG 168 CB
Mesh Cloak Mesh Arms, Body, Legs 4 60 - 3 kg Very Rare (-30) PG 168 CB
Mesh Vest Mesh Body 4 - - 2 kg Rare (-20) PG 168 CB

Armour Mods

Name Weight Availability Used With Note
Adamantine Chainguard 4 kg Very Rare (-30) Any Armor If the 1s digit of his attack roll is a 1, the weapon is destroyed unless it has the Power Field or Warp Weapon quality, or is otherwise immune to being destroyed. -5 to armor's Max Agility.
Auto-Senses 2 kg Very Rare (-30) Power Armor Helmet Gains a +5 bonus to his Ballistic Skill and a +10 bonus to all Awareness tests based on Sight and Hearing.
Brazier of Saint Roberto 10 kg Common (+10) Any armour, helmet, or backpack A brazier must be affixed to a backpack, helmet, or similarly worn item. Setting it aflame requires a Half Action and it can burn for 2 hours. Whilst alight, it acts as a glow-globe and grants a +30 bonus to all Charm and Command tests, a +10 bonus to Intimidate tests, and a -40 penalty to all Stealth tests. If the wearer is ever knocked Prone while it is lit, he must pass an Ordinary (+10) Agility test to avoid setting himself on fire.
Ceramite Plating 2 kg Rare (-20) Carapace and power armor Provides an additional 3 Armour points of protection against attacks with the Flame or Melta qualities and other heat-based attacks.
Devotional Iconography 1 kg Common (+10) Any armour. Gains a +10 bonus to Command tests when dealing with those faithful to the Imperium, but suffers a -10 penalty to Fellowship tests when dealing with those not loyal to the Emperor.
Hexagrammic Wards - Extremely Rare (-40) Carapace and power armor Gains a +20 bonus to tests made to resist any psychic attack or manipulation directed at him. The upgraded armour's Armour points are doubled against hits inflicted by psychic attacks. The Warp Weapon quality does not ignore the AP of this armour.
Pentagramatic Wards - Extremely Rare (-40) Any Armour Whenever a character with the Daemonic or Warp Instability trait becomes engaged in melee with the warded armour's wearer or begins his turn engaged with the wearer, that character must make a Hard (-20) Willpower test. If the character fails, he suffers 1d5 Energy damage per degree of failure (ignoring armour and Toughness bonus). If the character scores 4 or more degrees of success on the test, however, the pentachromatic ward shatters and the armour permanently loses this upgrade.
Sacred Incense Burner - Rare (-20) Any Armour Must be affixed to a backpack, helmet, or similarly worn item. Setting it aflame requires a Half Action and it can burn for 1 hour. While the burner is alight, any creature with the Daemonic trait within 3 metres of the bearer suffers a -10 penalty to Weapon Skill tests and a -10 penalty to Warp Instability tests.
Truesilver Filigree - Very Rare (-30) Any Armour Any character with the Daemonic trait suffers a penalty to Weapon Skill tests equal to 5 times the wearer's Willpower bonus.
Unguents of Warding Common (+10) Any Armour Working the unguents onto armour takes roughly one hour, and empties one container for each hit location treated. As part of the process, careful rituals must also be performed to inscribe runes and litanies into the armour. This requires a Hard (-20) Scholastic Lore (Occult) or Forbidden Lore (Imperial Creed) test for each location; failure means the unguents must be cleaned off that location and the ritual started again. For each hit location treated with Unguents of Warding, the armour grants its wearer a +5 bonus to tests to resist Fear caused by characters with the Daemonic trait and to resist psychic powers. The effects of the unguents last for one month