Battlefield Fortifications – Void Shield Generator

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Void Shield Generator
UNIT COMPOSITION: 1 VOID SHIELD GENERATOR
120 PointsPts

Void shield generators are a common part of any major defence line, but are often vast structures with massive power generators attached to them. More common on a tactical scale are smaller ad-hoc systems that make use of improvised or unreliable power generators, while such fortifications do provide some defence to those within their aegis, they are unreliable. If pushed too hard for too long such ramshackle devices are prone to exploding, sometimes even proving dangerous to those sheltering beneath them.

Armour HP
Void Shield Generator (⌀Use model) 11 8
WARGEAR
  • Void shield generator
TRAITS
  • None
SPECIAL RULES
  • None
TYPE
  • Fortification (Structure)
WARGEAR

Void shield generator

True void shields are massive energy barriers used to protect cities, titans and void-borne craft from weapons of truly gargantuan power. Such devices are rarely deployed at a tactical scale due to the complexity of their systems and the power drain of such a device. A few highly sophisticated vehicles with powerful atomantic engines can empower limited void shielding, and a tactical scale power generator can, for a limited time, project a similar shield.

A Model with a Void Shield Generator can project a shield to protect nearby Models at some risk.

The Controlling Player of a Model with a void shield generator may choose to activate it in the Effects Sub-Phase of their Start Phase. When a Model with this Special Rule is activated, roll a Dice and add the number of times the Model has previously been activated in the same Battle to the result of that roll, before comparing the final result to the table below:

ResultEffect
1-3Warp Field Ignition – The Model for which this roll was made and all other Models with the Infantry, Automata, Walker or Paragon Types within 6" of any point of the Model with this Special Rule, gain a 6+ Invulnerable Save against Hits inflicted as part of a Shooting Attack until the start of the Controlling Player’s next Turn as the Active Player.
4-6Partial Warp Field Ignition – The Model for which this roll was made and all other Models with the Infantry, Automata, Walker or Paragon Types within 3" of any point of the Model with this Special Rule, gain a 6+ Invulnerable Save against Hits inflicted as part of a Shooting Attack until the start of the Controlling Player’s next Turn as the Active Player.
7Burnout – The Model for which this roll was made may no longer have the Void Shield Generator Special Rule activated for it.
8+Atomantic Implosion – Immediately place a 10" Blast Marker centred over the Model for which this roll was made. Resolve a Hit against each Model under the Blast Marker that does not have this Special Rule, these Hits have a Strength of 6, AP of - and a Damage of 1. Once all of these Hits have been resolved, remove the Model for which this roll was made from play as a Casualty.

This datasheet has Fortification Battlefield Role. Full list of Battlefield Fortifications units sharing same Battlefield Role follows:

Armour (Front, Side, Rear) – This Characteristic will often be presented with various separate Sub-Characteristics, one for each of the Model’s Facings (see the Vehicles and Damage). Each of these Sub-Characteristics is used to determine the effect of a Model’s armour and how hard it is to defeat. When any Armour Sub-Characteristic reaches 0, then any Hit on that facing will result in an automatic Penetrating Hit without any Dice being rolled (if the Hit could have triggered a variable Special Rule, then that Rule is considered to automatically activate as part of the Hit).
Hull Points (HP) – The Hull Points Characteristic is primarily used to determine a Model with the Vehicle Type’s capacity for receiving damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Hull Points Characteristic is reduced to 0 that Model is removed from play as a Casualty, see the Rules for Destroyed Vehicles here.
Shooting Attacks
A Shooting Attack is the process by which a Unit makes a coordinated series of attacks targeting an enemy Unit.

In order to make a Shooting Attack for a Unit that has been selected during the Attack Sub-Phase, as part of a Reaction or for any other Rule or Sub-Phase that requires a Shooting Attack to be made, the following procedure must be followed:
  1. Select Target Unit.
  2. Check Target.
  3. Declare Weapons.
  4. Set Fire Groups.
  5. Select Fire Group To Resolve.
  6. Make Hit Tests.
  7. Make Wound Tests.
  8. Select Target Model.
  9. Make Saving Throws & Damage Mitigation Tests.
  10. Select Next Fire Group.
  11. Remove Casualties.
As part of the Rules for conducting a Shooting Attack, the term ‘Attacking Unit’ will be used to refer to the Unit whose Models will be making attacks as part of that Shooting Attack, while the term ‘Attacking Player’ will be used to identify the Player that controls the Attacking Unit. The term ‘Target Unit’ will be used to refer to the Unit that is selected as the Target Unit for the Shooting Attack.
Fortification

Military buildings are often vital to defensive operations, serving to shelter vulnerable troops, mount heavy guns or deploy other technological defences. During the Horus Heresy almost every force made use of such defences, though they were rarely considered a decisive element in any order of battle.

The following Rules apply to all Models with the Fortification Type:
  • A Model with the Fortification Type can never be moved by any Rule or effect after it has been Deployed.
  • A Model with the Fortification Type can never be placed into Reserves and must always be deployed at the start of a Battle (see the Rules for deploying Fortifications).
  • A Model with the Fortification Type may never Hold, Control or Contest an Objective Marker of any kind.
  • A Model with the Fortification Type can never be affected by any kind of Status, including both Tactical Statuses and Cybertheurgic Statuses. However, such a Model can be affected by Cybertheurgic Rites that do not apply a Cybertheurgic Status.
  • A Unit that includes a Model with the Fortification Type may never be joined by any other Models of any Type.
  • A Model with the Fortification Type cannot make Reactions of any kind, unless a specific Sub-Type states otherwise.

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Player
A Player is the actual person moving Models and making rolls, the Player of the game. Battles will include more than one Player, and the Rules will often refer to the Active Player (the Player currently taking their Player Turn) and the Reactive Player (the Player not currently taking their Player Turn, and thus only allowed to interact with the game through Reactions) in order to differentiate between them. Sometimes the Rules will also refer to the Controlling Player, that is the Player that Controls the Unit, Model or other game element the Rule is referring to.
Infantry

Infantry units include all types of foot soldiers. Infantry are fairly slow moving, but can cross almost any terrain and make the best use of cover to avoid enemy fire.

Infantry is the most basic Type, and is applied to most Models in the game. A Model with the Infantry Type uses the Core Rules without modification, gaining neither benefit nor penalty. Models with the Infantry Type may Embark and Disembark upon Models with the Transport Sub-Type.
Automata

The steel warriors of the Mechanicum are unlike any other force in the galaxy, unflinching automatons of logic engrams and gears. Though far more rugged than even the Emperor’s Legiones Astartes, they are bound to the unchanging dictates of their programming and lack the tactical flexibility of flesh and blood warriors.

The following Rules apply to all Models with the Automata Type:
  • Models with the Automata Type cannot gain any Tactical Statuses and are considered to automatically pass any Check made to avoid gaining a Tactical Status. However, if a Unit that contains any Models with the Automata Type also includes any Models that do not have the Automata Type, that Check must be made using the Characteristics of one of the Models that does not have the Automata Type and is not automatically passed.
  • When targeting a Unit that includes any Models with the Automata Type, the effects of the Poisoned (X) Special Rule only trigger on a Wound Test with a result of a ‘6’ before modifiers are applied, regardless of the value of X for that variant of the Special Rule.
  • A Unit that includes one or more Models with the Automata Type may not make Reactions.
Walker

These massive engines of war are unlike the soulless warriors of the Mechanicum, for at their heart rests a mortal warrior whose instincts and experience guides their steel body on the field of battle.

The following Rules apply to all Models with the Walker Type:
  • When targeting a Unit that includes any Models with the Walker Type, the effects of the Poisoned (X) Special Rule only trigger on a Wound Test with a result of a ‘6’ before modifiers are applied, regardless of the value of X for that variant of the Special Rule.
  • A Model with the Walker Type may attack with all Weapons they have in each Shooting Attack they make, including as part of a Reaction. Note that this does not allow Weapons that do not have the Assault Trait to be used to attack as part of a Volley Attack.
  • In Step 1 of the Resolution Sub-Phase, when deciding how many Models a Player controls in a Combat, a Model with the Walker Type counts as a number of Models equal to that Model’s Base Wounds Value.
Paragon

Mightiest of all the Emperor’s creations and the greatest warriors and generals of their age, the Primarchs of the Space Marine Legions epitomise the dark ages of the Horus Heresy. These colossi of war were powerful beyond the capabilities of any mortal warrior or steel-forged automata - for their only equal was another of their own kind.

The following Rules apply to all Models with the Paragon Type:
  • Any Hits inflicted by a Model with the Paragon Type, as part of either Shooting Attacks or in close combat, are allocated by the attacking Model’s Controlling Player and not the Controlling Player of the Target Unit.
  • Models with the Paragon Type may join and leave a Unit that includes Models with the Infantry Type, and Models with the Infantry Type may join and leave a Unit that includes one or more Models with the Paragon Type.
  • Models with the Paragon Type may Embark and Disembark upon Models with the Transport Sub-Type.
  • A Model with the Paragon Type may Issue and Accept Challenges.
  • The Controlling Player of a Unit that includes one or more Models with the Paragon Type may use the Characteristics of one of those Models to resolve any Characteristic Checks made for that Unit.
  • In Step 1 of the Resolution Sub-Phase, when deciding how many Models a Player controls in a Combat, a Model with the Paragon Type counts as a number of Models equal to that Model’s Base Wounds Value.
Invulnerable Tests
Invulnerable Saves are listed as a Characteristic on each Model’s Profile, and can also be applied by Special Rules or Wargear.

If a Model cannot have an Armour Test or Cover Test made for it, or the Controlling Player chooses not to make an Armour Test or a Cover Test, but has access to an Invulnerable Save then that Saving Throw may be made instead of an Armour Test or a Cover Test. An Invulnerable Test is resolved in exactly the same manner as an Armour Test. Note that Invulnerable Tests are not affected by the AP value of a wound, however a Model may not have a Invulnerable Test made for it if:
  • A Special Rule or other effect attached to the wound specifies that it ignores Invulnerable Tests or that no Invulnerable Test may be made.
  • An Invulnerable Test may be taken to discard a Penetrating Hit if one is available to the Model.

No more than one Saving Throw of any kind may be made for a given wound or Penetrating Hit. If more than one type of Saving Throw is available then the Controlling Player must select one Saving Throw to make, and may not make any other Saving Throws for that wound or Penetrating Hit - if multiple wounds of the same value or Penetrating Hits are to be resolved then the same type of Saving Throw does not have to be used to resolve them, but this may prove easier and quicker in practice.
Blast Marker
A Blast Marker is a round Marker of a specific diameter used to determine which Models have been hit by certain types of attack and other effects. The standard size for a Blast Marker is a 3" diameter Marker, but 5" (Large) and 7" (Massive) are also used. Blast Markers and the Rules for using them are presented here.

Void shield generator

True void shields are massive energy barriers used to protect cities, titans and void-borne craft from weapons of truly gargantuan power. Such devices are rarely deployed at a tactical scale due to the complexity of their systems and the power drain of such a device. A few highly sophisticated vehicles with powerful atomantic engines can empower limited void shielding, and a tactical scale power generator can, for a limited time, project a similar shield.

A Model with a Void Shield Generator can project a shield to protect nearby Models at some risk.

The Controlling Player of a Model with a void shield generator may choose to activate it in the Effects Sub-Phase of their Start Phase. When a Model with this Special Rule is activated, roll a Dice and add the number of times the Model has previously been activated in the same Battle to the result of that roll, before comparing the final result to the table below:

ResultEffect
1-3Warp Field Ignition – The Model for which this roll was made and all other Models with the Infantry, Automata, Walker or Paragon Types within 6" of any point of the Model with this Special Rule, gain a 6+ Invulnerable Save against Hits inflicted as part of a Shooting Attack until the start of the Controlling Player’s next Turn as the Active Player.
4-6Partial Warp Field Ignition – The Model for which this roll was made and all other Models with the Infantry, Automata, Walker or Paragon Types within 3" of any point of the Model with this Special Rule, gain a 6+ Invulnerable Save against Hits inflicted as part of a Shooting Attack until the start of the Controlling Player’s next Turn as the Active Player.
7Burnout – The Model for which this roll was made may no longer have the Void Shield Generator Special Rule activated for it.
8+Atomantic Implosion – Immediately place a 10" Blast Marker centred over the Model for which this roll was made. Resolve a Hit against each Model under the Blast Marker that does not have this Special Rule, these Hits have a Strength of 6, AP of - and a Damage of 1. Once all of these Hits have been resolved, remove the Model for which this roll was made from play as a Casualty.
Structure

Structures are specialised fortifications that carry no weapons, nor allow troops to shelter within, but instead allow the deployment of rare technological devices. From communications platforms to void shield generators, these platforms may seem irrelevant in the face of armoured gun turrets, but when wisely used can be equally as powerful.

The following Rules apply to all Models with the Structure Sub-Type:
© Vyacheslav Maltsev 2013-2026