VC 40K - Shielding Rules

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Rightho then.

Shield Tech. As I came up with this concept I wanted to have the first stab at it – hope you guys don’t mind.

So the fluff states that there are two ways to have nano-shielding:

Nanobots in the body
The strength of this shielding depends on the nanobot saturation and the quality of the nanobots (the older ones being better, as the replicas that create younger chiro are inferior to the originals). This shielding can of course be increased / adapted by specific technologies, that may be produced by certain houses.


Nanobot shield generators, normally reserved for Vehicles / Walkers etc
Specially created generators which project a shield round an object. The use up a lot of power to work and hence are normally mounted on vehicles. The larger a shield they create, the weaker it is, hence two or more generators can be connected together to counteract this. These shields can also be adapted to produce different effects etc.

The final thing I should note is, this concept is working off that all vehicles and walkers in this army will have a number of mount points, depending on the vehicle. These will either be designated as shield points / weapon points / dual points.

So here we go:

Nano-Shielding
All those that have nanobots in their bodies generate an electromagnetic field, that duringthe wars against the Cythor Fiends was finally adapted to act as a shielding technology. However the potency of the shield varies depending on the nanobot saturation and quality in the hosts. One notable quality of all the shields regardless of strength, is that they provide a high level of protection against any sonic based weaponry after the defeat of the Cythor Fiends.
Every model with nanobots will have a Nano-Shield or NS rating such as the following:

NS: 5

The number after the NS is the save the model gains, i.e in this case 5 or more. This save is not affected by AP penetration values on weapon, and as such the model will always get this save unless they are hit with a Force / Power weapon or a weapon with AP1.

There are some creatures with such powerful shielding that it is nigh-on impenetrable. In this case their save will be an Invulnerable and will be designated in their profile in the following way:

INS: 5

In this case the model has an Invulnerable Nano Shield with an invulnerable save or 5 or better.


Nano-Shield Basic Generators
These bulky contraptions are actually one of the most advanced technologies produced by the Chiro. Capable of projecting a shield round objects, they can enhance their durability. However they do require a lot of power, as they are not as efficient due to not having blood to replenish the nanobots. As such they are only normally found on vehicles etc
A Nano-Shield generator take up one shield or dual mount point on a vehicle or walker chassis. For all damage purposes they count as a weapon, and as such can be chosen to be destroyed if the chassis suffers a weapon destroyed result. If this happens the chassis looses all benefits conferred by the generator.

The generator confers a +1 to the armour values of the chassis it is mounted on. This bonus is added after all other modifications, so for example if the chassis had an Armour value of 13, against normal weapons it would have an armour value of 14. If it was hit by a lance weapon which reduced it to 12, the generator would then bring the armour value back up to 13.

Multiple generators do stack their effects.

Note: Before anyone cries OP, please note I imagine the armour values to be low to start off with, and / or there will be limited mounting points.


Shield Syphon
This item taps into the shield generated by the host or vehicle, creating a link between that power source and the weapon. The host can then use the energy of the shield to enhance the power of his sonic weapon, although at the detriment of his defence.
This item can only be used by vehicles or models that have nano shielding or a shield generator and at least one sonic based weapon. At the start of the Chiro turn before any movement, any characters, units or vehicles may choose to use their Shield Syphon. If used by a unit, all models in the unit must use the same effect, which is one of the following:

Infantry
Reduce Nano-Shield save by 1 (shield may be reduced to no save). One sonic weapon carried by the model may either increase its Strength by 1 or range by 6”.
Reduce Nano-Shield save by 2 (shield may be reduced to no save). One sonic weapon carried by the model may either increase its AP by 1 or Strength by 1 and range by 6”.

Vehicles
Drain one generator and loose that generators benefit. Once sonic weapon mounted on the Vehicle increases in strength by 1 one or its AP by 1.

The above increases cannot increase strength over 10 or the AP under 1. This effect last until the start of the Chiro players next turn.


There are two basic concepts, as well as a piece of wargear that relates to the shield tec. So what do we think? I thought once we have the basics done, then we can start looking at variations.
 
Those sound good, Not sure on the extra save vs sonic weaponry though as I don't think any weapons other then the ones we're creating are classified as Sonic, and against another chiro army the effects would cancel each other out and slow the game down.

Those sound good for the basics, would we disscus special variations here, or in the thread of the unit they would be being designed for? - Personly I think the later would be easyier.
 
And my Emperor's Children army would just get back in their Rhinos, drive away, and head back home for Orgy-time! :D

Seriously though, I'd just drop this:
In additional any model with NS that is targeted by any sonic based weaponry counts their NS value as 3 or more against that weapon only.

Also, you'll have to be careful with the AV additions. Limit it to max 1 per vehicle (ie can only improve a single point), or maybe 2 points depending on the AVs. Also, make sure there's no AV 14 skimmers... it'd be too much!
 
I think that these rules would be more suited to being an upgrade, somewhat like 'Ard boyz for orks. Or maybe veterans, but if you give it to everyone, there will be some people that just shield spam their way to victory. Sure, HQ's could be given an invulnerable save because of it, and vehicles, too, but it should count as extra armour instead of some uber-ultra-killeveryone-shield of doom.


I think that being more specific about weapons that can use shield siphon would help. I.e. cannons cant use this, due to their nature of being a kinetic energy weapons.
 
Alexos - Yes these would be upgrades not as standard, and there will be limitations put in place.

So we are all happy with these basic shields, as long as the extra protection as sonic weapons is removed? I will edit that out now.
 
Just a note.

These shielding rules will be out to the vote tomorrow unless anyone has any objections. These will be the basic shields, there can be more variations once we work out more units.
 

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